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Re: nox..
Posted: Tue Jan 01, 2008 6:35 pm
by Nigatsu_Aka
HippyFool wrote:1) If you declare war on someone they have 24 hours to declare peace or forfeit their nox rights. This way you can keep your nox ONLY by trying to stay peaceful. (if they stay neutral nox will cease to work after 24 hours).
2) you cannot attack people while on nox and you cannot go on nox if you have attacked anyone in the last X (maybe 1 or 2) hours.
3) make it so there is actually a reason to declare alliance war...at the moment there is no positive effects - only negative.
4) allow accounts 24 hours of nox per day but each attack they do reduces that by 1 hour.
The paragraphs alone are bad, but combined they make a good realistical ideea.
The 4th paragraph is redundant because of rule 2.
Re: nox..
Posted: Wed Jan 02, 2008 4:12 pm
by HippyFool
Yeah they were just rought ideas i thought up as i was writing
This topic is more about letting admin know (if he ever reads this) about the problems of nox and for letting other people suggest things

Re: nox..
Posted: Fri Jan 04, 2008 2:08 pm
by Brdavs
While I agree nox is a pain in the rear and that tying it to declare war option (in the way that it is tied atm) is a MAJOR pain in the rear you can still mass and hit some1...
In a way its more intense cos he has a chance to react and counter and you get a real battle (if you pursue) as opposed to 3min of 200 hits per min rush...
What`s trully killing a good war (and a timely conclusion of it) and makes no sense is pergatory... I mean if 1% of the players in it are there because of the reason it was introduced for I`m Elvis. It`s little short of vacation mode with account still running. Nuke the thing and help the 1 victim in 10k players that falls victim extortionism some other way, or atleast set it up that one in pergatory cannot be in an alliance... even worse than going through alliance rosters and finding 50% of the alliance on crit-nox is finding 50% of the alliance ducking the fight completley - in pergatory, up to 60mil sized ppl even, give me a brake heh... Someone mentioned this was supposed to be a war game heh?
Re: nox..
Posted: Sat Jan 05, 2008 3:42 pm
by HippyFool
I agree with you fully brdavs.. pergatory has become a truly rediculous feature of the game - maybe if it was for people under 10 or 20mil (and they got kicked out as soon as they hit the limit) army it would be alright but has it stands it is stupid.
The also agree with you that nox is good in a situation where both players are online because it makes it possible for a counterstrike while getting massed which would otherwise be impossible...but what about all the inactive people during war that just go on crit/nox and dont do anything? raiding them is just a pain and i dont see why they should get unending protection for not doing anything while in a war which nox is meant to be against.
Re: nox..
Posted: Sat Jan 05, 2008 5:47 pm
by Phoenix of Terra
How about nox doesn't apply to someone if they for over thrity attacks in a day. Yes, raiders would have to watch out, but the number should be something that people active in a war are bound to go over.
Re: nox..
Posted: Sat Jan 05, 2008 11:58 pm
by HippyFool
Phoenix of Terra wrote:How about nox doesn't apply to someone if they for over thrity attacks in a day. Yes, raiders would have to watch out, but the number should be something that people active in a war are bound to go over.
Similar to what i said before... Although there would have to be some sort of thing which allowed people who were not involved in war and simply farming/raiding to be able to go on nox when they finish...
Re: nox..
Posted: Sun Jan 06, 2008 6:57 am
by Phoenix of Terra
HippyFool wrote:Phoenix of Terra wrote:How about nox doesn't apply to someone if they for over thrity attacks in a day. Yes, raiders would have to watch out, but the number should be something that people active in a war are bound to go over.
Similar to what i said before... Although there would have to be some sort of thing which allowed people who were not involved in war and simply farming/raiding to be able to go on nox when they finish...
Sorry I wasn't seeming to get the gist of your message

Perhaps 30 attacks in 12 hours would time out the nox for 24 hours, as "their inspectors must take one day to insure the realm is no longer following an aggressive course of action against others." After all, you can't go on vac for 24 hours after PPT or an attack. This could be similar, a 24 hour retaliation period.
Re: nox..
Posted: Mon Jan 07, 2008 7:36 am
by HippyFool
Hmm that could work....although i have a suggestion that could make it better.
What if, after 30+ attacks in 1 day you can still go on nox BUT any of the people that you attacked can attack you and your nox wont work against them?
Re: nox..
Posted: Mon Jan 07, 2008 8:35 am
by Laar
the people that you attacked can attack you and your nox wont work against them?
That would be a good Idea, if you steel someone's car and he steals it back, you can't claim money of your insurance can't you?
Nox should only protect from people how you didn't attack IMO
Not that I've had trouble with the current system, that just seems logical.
But there may be a problem, how to store all the data of how you attacked ? That would be enormous pile of ID's and if you go of nox you have to store them still. I think it would therefor only apply to the people you attack in say 10 days (attack log) or maybe even 30 day's.
Re: nox..
Posted: Mon Jan 07, 2008 5:51 pm
by Phoenix of Terra
Laar wrote:the people that you attacked can attack you and your nox wont work against them?
That would be a good Idea, if you steel someone's car and he steals it back, you can't claim money of your insurance can't you?
Nox should only protect from people how you didn't attack IMO
Not that I've had trouble with the current system, that just seems logical.
But there may be a problem, how to store all the data of how you attacked ? That would be enormous pile of ID's and if you go of nox you have to store them still. I think it would therefor only apply to the people you attack in say 10 days (attack log) or maybe even 30 day's.
Attack logs would store the IDs, yes?
Re: nox..
Posted: Mon Jan 07, 2008 11:10 pm
by HippyFool
I was thinking it would only apply to ppl you have attacked in the last 12 or 24 hours

Then there would only be lots of temporary data

Re: nox..
Posted: Wed Jan 09, 2008 5:59 pm
by Phoenix of Terra
HippyFool wrote:I was thinking it would only apply to ppl you have attacked in the last 12 or 24 hours

Then there would only be lots of temporary data

Well, they do store dates and times. Perhaps it would keep a time for all people you attacked within 24 hours and instead of resetting with the 0:00 gametime, keep those times until +24:00:01 after the attack? Then, you would know who nox would not work against by scrolling down your attack log and seeing the times next to a name.
Either that (or in addition to), or another section on the attack logs: Attacks On, Attacks By, Nox Vulnerable.