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Re: non-transferrable attack turns
Posted: Tue Jan 08, 2008 11:17 am
by deathguard
man im so glad i got my bank size up since the last time he tried to change banking with ppt this time he got it right but turn in purg seeing as like less than one% of the people there are hiding from extortionists al that will happen is purg will become a farm fest
Re: non-transferrable attack turns
Posted: Tue Jan 08, 2008 2:55 pm
by Mukasa
da31fox wrote:The turn thing will help new players who don't know anyone else in the game and haven't figured out that there are 30k inactive players, some do have large armies and sometimes they are raiders so a new player could get confused. And a new player would be focusing their naq on their stats, so free AT is nice for them.
Getting turns to burn in perg will help all those who want to go farm/raid all the inactives in perg now.
As for the bank increase, I like the fact I can increase my bank 30% per week instead of 20% from using 2 ppt's. But having protection from ppt was nice too, but i guess if you take 2 ppt and 1 bank increase its the same but then you cant buy 1 mt worth of AT like you could before.
I won't say this is good or bad change, but it is change, so we all must adapt, change is what keeps the game interesting. Keep it up admin.
also fact is u don't always use 2 ppt's per week...at least not when not in war...at least i don't..i like it too yes...30% per week sounds cool esp. if u can get cheap at's anyways and don't need to use ppt...
Re: non-transferrable attack turns
Posted: Tue Jan 08, 2008 7:44 pm
by Lore
RobinInDaHood wrote:So a solution to mopping up the excessive turns in the game is to provide a way for people to have turns at 0 cost, rather than waiting for the natural progression of time? Also, they can have immediate turns in Perg even though that reality is supposed to be based entirely on turn (aka time) generation?
Ohhh, right, you have to use all three market turns to get your free turns except that the cost to buy 2750 turns per week is so cheap that anyone except for the most nubile players can afford to just buy them. It's not like anything has been done about the thousands of inactive accounts in the game that are throwing off hundreds of billions or trillions of naq per turn. You can easily farm 3 MT worth of paid turns per week from inactives.
So now players can do mass damage on main, pop into Perg, get all the turns they need (for personal use) to raid/farm/mass while in Perg, and then pop back out in 5 days to rinse and repeat?
Um, yeah... ok. Jason, I'm sure you had some logic behind this move. I just can't see it. If the goal was to begin to introduce a bit more strategy into the game by reducing the amount of turns floating around, this wasn't the solution. Printing more money isn't a way to reduce the amount of currency in circulation or increase its value.
If cleaning up the turn mess wasn't the goal, I'd sure like to know where you were going with this.
Bravo mate, Bravo
Re: non-transferrable attack turns
Posted: Tue Jan 08, 2008 8:36 pm
by Severian
I agree with Robin and Lore on this one completely. There is no denying it,
Pergatory Failed and does not proected from the AT satuation.
It does not provide a stable enviroment for players to learn the game free from all the "bullying" in inverted commas (Read: The Vast majority of negative behaviour comes from smaller-mid players or 0 Stat Players who have never had to work the same way the ones before them did but are capable of dealing damage while taking 0), but instead provides them with an exploit and encourages hit and run behaviour.
It has caused more problems then it was supposed to have solved and instead of attempted to rectify the extortion situation, has created far more animosity within the community through the questionable usage of Pergatory as a safehouse from repercussions.
The slower game pace of self isolation of growing solely by your own account with no trades/direct send has also failed:
Jump in Pergatory with a massive UP, Large mostly undefended UP planets. Larg-ish account. Farm, Raid or just sit there happily enjoying your income/UP knowing very few people will take it.
5 days are up. 720 Turns aquired. Jump out of Pergatory. Use all Market Turns, Sell UU, Buy, Get direct send, lots of trades and easy enough to get enough turns to just jump back in. Rinse and Repeat since its creation.
Not only that, these new Turns mean people in Purgatory are able to farm/raid without having to worry about saving turns to get out.
The only way this seems to be going is to almost *try* encourage people to stay in Pergatory instead of leadfrogging in and out by providing them with turns, allowing them far more activity. However considering the leapfrogging is still useable and gets you more turns and access, can't see it really fixing anything as that will always win out against Personal turns in MT usage.
Either ReDefine Pergatory as it hasn't been whats its said to be for a long time.
Or
Actually make it what its supposed to be, lower Caps, cut off running (can't have attacked for a 24-48 hours to stop that tactic) and make sure people lose MTs getting out so they can't just jump out, PPT sell and jump back in.
Re: non-transferrable attack turns
Posted: Wed Jan 09, 2008 4:00 pm
by grimgor
agree /\
people even use this tatic in allaince war
reduce it to 25M like before
Re: non-transferrable attack turns
Posted: Wed Jan 09, 2008 5:21 pm
by Lore
Severian wrote:I agree with Robin and Lore on this one completely. There is no denying it,
It does not provide a stable enviroment for players to learn the game free from all the "bullying" in inverted commas (Read: The Vast majority of negative behaviour comes from smaller-mid players or 0 Stat Players who have never had to work the same way the ones before them did but are capable of dealing damage while taking 0), but instead provides them with an exploit and encourages hit and run behaviour.
AMEN Brother
It has caused more problems then it was supposed to have solved and instead of attempted to rectify the extortion situation, has created far more animosity within the community through the questionable usage of Pergatory as a safehouse from repercussions.
Preach it Brother
The slower game pace of self isolation of growing solely by your own account with no trades/direct send has also failed:
Tell it like it is Brother
Jump in Pergatory with a massive UP, Large mostly undefended UP planets. Larg-ish account. Farm, Raid or just sit there happily enjoying your income/UP knowing very few people will take it.
5 days are up. 720 Turns aquired. Jump out of Pergatory. Use all Market Turns, Sell UU, Buy, Get direct send, lots of trades and easy enough to get enough turns to just jump back in. Rinse and Repeat since its creation.
Not only that, these new Turns mean people in Purgatory are able to farm/raid without having to worry about saving turns to get out.
The only way this seems to be going is to almost *try* encourage people to stay in Pergatory instead of leadfrogging in and out by providing them with turns, allowing them far more activity. However considering the leapfrogging is still useable and gets you more turns and access, can't see it really fixing anything as that will always win out against Personal turns in MT usage.
Either ReDefine Pergatory as it hasn't been whats its said to be for a long time.
Or
Actually make it what its supposed to be, lower Caps, cut off running (can't have attacked for a 24-48 hours to stop that tactic) and make sure people lose MTs getting out so they can't just jump out, PPT sell and jump back in.
And the truth will set you free!!!!!
This situation is like so many in main and ascended, Jason, Admin, Whoever, Stop treating the "sympotomes" and start fixing the diseases plaguing this game.
You seem to never think things through, You have to start looking at ways to abuse or exploit every update you do. Look how quickly, and how many people see and pick up on these exploitable points already.
Untouchable accounts are slowly destroying the foundations at the very core of the game. Continuing to "fix" the "fix" used to "fix" the last "fix" is getting us no where I'm afraid.
Re: non-transferrable attack turns
Posted: Thu Jan 10, 2008 3:10 pm
by Highwayman
the question I have with these turns deals with ascention what happens to them since we cant transfer them and they are supposed to be seperate will ascendies keep them or lose them seems they should keep them if they dont count.
Re: non-transferrable attack turns
Posted: Thu Jan 10, 2008 5:12 pm
by Wolf359
Well, since I hate the fact there are too many AT in the game anyway - including an endless supply from the market, then I don't really like (and fail to see the point of) this update.........
.......... unless of course it is a prelude to removing auto-generated AT from the market - in which case, I love it!

Re: non-transferrable attack turns
Posted: Fri Jan 11, 2008 9:36 am
by Liquidfoxx
I don't like how i'll have gone from gaining 21% increase per week, to only 10% now that it's removed from the PPT, but i'll guess i'll have to live with my bank increasing only as fast as my miners then

Re: non-transferrable attack turns
Posted: Fri Jan 11, 2008 10:30 am
by Fape
Liquidfoxx wrote:I don't like how i'll have gone from gaining 21% increase per week, to only 10% now that it's removed from the PPT, but i'll guess i'll have to live with my bank increasing only as fast as my miners then

me too, now is imposible to catch the old ppl bank size, when before u get 10% of all the bank, not only natural bank.
At least if that market turn was used to increase 10% of the actual size bank, and not only the natural bank size, it would be more worth it.
Re: non-transferrable attack turns
Posted: Fri Jan 11, 2008 12:11 pm
by Juliette
Wolf359 wrote:.......... unless of course it is a prelude to removing auto-generated AT from the market - in which case, I love it!

I thought it was??
Hm. If not, it is indeed only an increase in the number of ATs, which is counterproductive.
Anyways.. let's see where this goes.
Re: non-transferrable attack turns
Posted: Fri Jan 11, 2008 2:58 pm
by Lore
Wolf359 wrote:Well, since I hate the fact there are too many AT in the game anyway - including an endless supply from the market, then I don't really like (and fail to see the point of) this update.........
.......... unless of course it is a prelude to removing auto-generated AT from the market - in which case, I love it!

The only point I ever saw in it was, making a way to get yourself more AT that you can't sell by losing the ability to sell AT to others on the market.
Giving a viable reason to stop or slow AT sales
Re: non-transferrable attack turns
Posted: Fri Jan 11, 2008 9:09 pm
by da31fox
Fape wrote:Liquidfoxx wrote:I don't like how i'll have gone from gaining 21% increase per week, to only 10% now that it's removed from the PPT, but i'll guess i'll have to live with my bank increasing only as fast as my miners then

me too, now is imposible to catch the old ppl bank size, when before u get 10% of all the bank, not only natural bank.
At least if that market turn was used to increase 10% of the actual size bank, and not only the natural bank size, it would be more worth it.
You used to gain 10% of your natural base bank size on ppt, and you could take 2 ppt's per week, which is 20% total.
Now you can increase your bank size by 30% per week. So now you can increase it faster than you could before.
So if your like me and trying to play catch-up on bank limit to get covert levels then the new update is in your favor.
Re: non-transferrable attack turns
Posted: Sun Jan 13, 2008 7:26 am
by Liquidfoxx
Supposedly, one of the members of my alliance has gone on PPT and still received the bank increase...
Actually, 3 lots of 10% is 33%

Re: non-transferrable attack turns
Posted: Sun Jan 13, 2008 10:07 am
by Sphinx42
Liquidfoxx wrote:Supposedly, one of the members of my alliance has gone on PPT and still received the bank increase...
Yes, I can also confirm you still get bank size increase with PPT.
Actually, 3 lots of 10% is 33%

Huh?