Turns in Realm Cap
- [KMA]Avenger
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urogard
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what about not making any caps but that all turns that will be generated by the ostracized accounts will be transferred onto the market. i think this could cause a refuelling of te market which could help solve the problem. the high players wouldn't be able to buy up all turns permanently. (maybe ostracize some more inactive accounts so that more turns will be generated)
- [KMA]Avenger
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Arborius/Monty Python
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[SGC_ReplicÅtors]
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Poppin
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lol cmon ppl think. u cant drive prices for turns up because that would only make it easier for the already big accounts/players to hoard all of the turns. the smaller players wouldnt b able to compete, as they have far less naq than sum of the big spenders. now if it was more like say buying weapons for ur mothership (more expensive each time) except only when u reach particular levels like top 100, top 1000 etc etc then maybe theirs sumthing to it. but the easiest and best way to stop all of this cheating, bickering and all around general mucky muck is to have a cap of 20K maybe more/less. or perhaps when u reach a certain level again e.g. top 100 a cap could b introduced to stop big players hoarding, say a cap of 30K. wat do u think?
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bryan
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Sleipnir wrote:3 weeks? And that's reasonable? You get 3 market turns a week to fill back up so 3 days should be more reasonable. Of course you can waste 10k turns a day, but will they be used wisely? Lemme calculate: 10k in 24h, that's about 7 turns a minute average, or one attack every 2 minutes, all day long. I'm sorry, but I'd say that's a little too much.
with a certain shortcut key, you can hit 10 people per min (average) or more. i get about 1500 turns per 10min on a turn. thats only 1 hour total. naq is easier, as you dont need to spy. it takes a good list and opening multiple windows and a shortcut key. thats it.
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urogard
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bryan wrote:Sleipnir wrote:3 weeks? And that's reasonable? You get 3 market turns a week to fill back up so 3 days should be more reasonable. Of course you can waste 10k turns a day, but will they be used wisely? Lemme calculate: 10k in 24h, that's about 7 turns a minute average, or one attack every 2 minutes, all day long. I'm sorry, but I'd say that's a little too much.
with a certain shortcut key, you can hit 10 people per min (average) or more. i get about 1500 turns per 10min on a turn. thats only 1 hour total. naq is easier, as you dont need to spy. it takes a good list and opening multiple windows and a shortcut key. thats it.
i've spent 6k turns in 1 hour. with careful targetting to earn as much naq on farming as possible.
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Sleipnir
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I know how to farm, that's not the problem. I can also hit 10-20 targets in a minute, if I have all the tabs open and ready. But the point is not if you're physically capable, but should you be allowed? When we started out, it was 1 turn every 30 minutes. The market has changed that cause you can now buy more. But eventually it will slow down as people are spending more turns than whats generated every 30 minutes. So should we allow those that have plenty of time to use up all the turns before those with little time have a chance to get some? I've always been big on giving everyone in this game a chance to compete. Your succes shouldn't be determined by how many people you attack, but by how well you choose your targets (and some luck).
As for the traders, I don't really care if they make some trade. Having more than 1 option is a good thing. But it shouldn't (have) become the main play mechanic. Putting a cap on turns will slow them down. In a normal trade business, you would be affected by things like taxes, spoiled goods, limited storage capacity and who knows what else (I'm not an economics student, so I don't). Most of those factors play no role in SGW, making trade an oversimplified concept. Limits should be considered.
As for the traders, I don't really care if they make some trade. Having more than 1 option is a good thing. But it shouldn't (have) become the main play mechanic. Putting a cap on turns will slow them down. In a normal trade business, you would be affected by things like taxes, spoiled goods, limited storage capacity and who knows what else (I'm not an economics student, so I don't). Most of those factors play no role in SGW, making trade an oversimplified concept. Limits should be considered.

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- [KMA]Avenger
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if we all cut thru the arguements(both sides do this have valid points) you will find at the end of the day there is an imbalance and it needs to be addressed
do we leave things as they are just so some can hoard and burn as many turns as there is available on the market, or do we make it more fair for all players?
thats the real Question here, is it fair as it is?
the Answer is no its not!
so what does admin/gamemod intend to do about it?
do we leave things as they are just so some can hoard and burn as many turns as there is available on the market, or do we make it more fair for all players?
thats the real Question here, is it fair as it is?
the Answer is no its not!
so what does admin/gamemod intend to do about it?

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bryan
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Sleipnir wrote:I know how to farm, that's not the problem. I can also hit 10-20 targets in a minute, if I have all the tabs open and ready. But the point is not if you're physically capable, but should you be allowed? When we started out, it was 1 turn every 30 minutes. The market has changed that cause you can now buy more. But eventually it will slow down as people are spending more turns than whats generated every 30 minutes. So should we allow those that have plenty of time to use up all the turns before those with little time have a chance to get some? I've always been big on giving everyone in this game a chance to compete. Your succes shouldn't be determined by how many people you attack, but by how well you choose your targets (and some luck).
As for the traders, I don't really care if they make some trade. Having more than 1 option is a good thing. But it shouldn't (have) become the main play mechanic. Putting a cap on turns will slow them down. In a normal trade business, you would be affected by things like taxes, spoiled goods, limited storage capacity and who knows what else (I'm not an economics student, so I don't). Most of those factors play no role in SGW, making trade an oversimplified concept. Limits should be considered.
i include opening tabs in my time -_-
i agree to limiting turns.
i also want to be allowed to farm a much as i want.
and i want the people who actually put effort into this game to be rewarded.
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Sleipnir
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bryan wrote:Sleipnir wrote:I know how to farm, that's not the problem. I can also hit 10-20 targets in a minute, if I have all the tabs open and ready. But the point is not if you're physically capable, but should you be allowed? When we started out, it was 1 turn every 30 minutes. The market has changed that cause you can now buy more. But eventually it will slow down as people are spending more turns than whats generated every 30 minutes. So should we allow those that have plenty of time to use up all the turns before those with little time have a chance to get some? I've always been big on giving everyone in this game a chance to compete. Your succes shouldn't be determined by how many people you attack, but by how well you choose your targets (and some luck).
As for the traders, I don't really care if they make some trade. Having more than 1 option is a good thing. But it shouldn't (have) become the main play mechanic. Putting a cap on turns will slow them down. In a normal trade business, you would be affected by things like taxes, spoiled goods, limited storage capacity and who knows what else (I'm not an economics student, so I don't). Most of those factors play no role in SGW, making trade an oversimplified concept. Limits should be considered.
i include opening tabs in my time -_-
i agree to limiting turns.
i also want to be allowed to farm a much as i want.
and i want the people who actually put effort into this game to be rewarded.
Capping turns won't really limit how much you can farm. You can still buy 10k turns, spend, find a new seller and buy 10k more. Capping turns will actually force people to put more effort into trading/brokering. No more buying 500k turns, then selling for profit. Traders will continually have to look for sellers and buyers, as opposed to stacking up first and then waiting for the buyers to roll in.
Btw, if you include opening tabs in your time, you're either not very selective in your targets, or the pages load a lot faster for you than they do for me. 10 per minute = 6 secs per strike. Loading, entering #ofturns and clicking attack takes almost that long, and then you still require time to pick your targets. If you can afford to be that careless, doesn't that tell you something?

As soon as you build an idiot proof system, somebody else builds a better idiot.
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bryan
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i was looking for a decent shot of 10 in a min, but i dont have enough targets atm.
i almost always hit. as i said, there is a secret to pure speed. it is a very little known shortcut key that allows me to make you look slow
here is a little picture of me being very careful with targets, due to lack of turns.
i was hitting for only 90mill, instead of my reguler 65m. altough i do need to crop it, i cant be bother atm.
if i had the turns, i could get you a 10 per min for 10 min picture.
ohh, and loading time does not figure into the farm speed if you work it out right.
i almost always hit. as i said, there is a secret to pure speed. it is a very little known shortcut key that allows me to make you look slow
here is a little picture of me being very careful with targets, due to lack of turns.
i was hitting for only 90mill, instead of my reguler 65m. altough i do need to crop it, i cant be bother atm.
if i had the turns, i could get you a 10 per min for 10 min picture.
ohh, and loading time does not figure into the farm speed if you work it out right.
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Huxley
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Can't there be an unlimted amout of turns in the market? I am fed up of not having any turns
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Arborius/Monty Python
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Sleipnir wrote:As for the traders, I don't really care if they make some trade. Having more than 1 option is a good thing. But it shouldn't (have) become the main play mechanic. Putting a cap on turns will slow them down. In a normal trade business, you would be affected by things like taxes, spoiled goods, limited storage capacity and who knows what else (I'm not an economics student, so I don't). Most of those factors play no role in SGW, making trade an oversimplified concept. Limits should be considered.
If limits on turn storage are indeed needed and i don't believe they are then you should be able to add to your storage capasity. If the limit is 10k turns(i say 10k instead of 4k because you should be able to get at least a market trade x 5 worth of turns) then have each upgrade add 1k turns to your storage cap, but then you should still be able to accumulate turns as long as you were under your maximum. It could even be something added to the s.s. bonus. As long as the people with thousands of turns don't lose them because it wouldn't be fair considering they broke no rules in getting them. If the limit was put in place like this I would probably keep playing the game and be ok with it, but raiding is the only reason some people are still playing. I know i was close to calling it quites and then the raid function was added and renewed my interest again. 10k turns isn't ennough for me(or anyone who loves to raid) i can use 2k or more on one target sometimes



