Page 2 of 2

Re: PPT

Posted: Fri Jan 16, 2009 6:43 am
by Cole
Universe wrote:*sigh* I side with Semper's idea here, more as with your idea, Jim.
48 hours is just way too much time, and breeds people who only play to get on PPT every time they have a chance to. It stops the game from actually being played.

48 hours is not that long...and I don't have any problem with people going on PPT as much as they can.
And I explained my point in pm already ;)

I agree that system of mass PPTs has its flaws...but as I said, if it was *that* easy to find another way, don't you think it would have been tried already? Many games around, some different admins. Among those admins, people who did play other games similar a little to their creation. If there was an easy way to solve this problem, it should have been tried already, isn't it? :)

I think that mixing get rank when logged in mixed to PPT will avoid any problem of farm fest/farm wars in this game. Before logged in you are unranked. Then you login and get a 48hrs PPT. People are aware of their PPT, they can have time to build after being logged, and they know when their PPT ends. People will can build defences and be ready without being jumped at by earliest logged in people who had time to build a strike and farm them anyway.

Re: PPT

Posted: Fri Jan 16, 2009 8:14 am
by semper
LegendaryApophis wrote:As I pointed out, some people from beta might not like/not have time and then not play origins live Thats nothing to do with the opening ppt if they dont have time or do not like Origins thats a problem with the game or their personal life... As much as it can be good to *only* have active people...with easy farms (not talking of farmfest here) it's usually better to play Is that not what my idea promotes?. If there are no easy farms, people will attack each others for ridiculously small amounts, and we will see the overly annoying farming for crappy ratios coming very quicker than in sgw. There will be easy farms though, it is inevitable. If not, then at least the people with the power will have worked for that power, averse to getting a few lucky hits at the end of the farm fest Which is one of worst things that could happen for this game I somehow doubt that...
As you pointed out, people wouldn't have time to build defences, it would be a bunch of strike people No. I certainly wont be building up with just a strike, not to mention we have a bank (earliest ingame logged who have advantage to have extra army compared to others when they login)(A couple of dozen at best? Maybe even less then that. who would then farm for so low amonts among active ones Would they? Not everyone is going to be active and farming all the time. Yeah there will be some balls eyes who spend their lives on it, but that is going to happen any way we go. There is always a strike to beat the biggest defence, one way or another and I would rather have a multitude of people farming, than one or two people with a massive strike that can get everyone. (as free farms wouldn't be here considering the logging thing) yes they would., that the earliest in, would be the ones having advantage over others.


The earlisted players in always get an advantage over the others.. that is the fundamental mechanics of the game itself.


48 hours is far too long, it is not needed. We have banks, so can easily enough get defences and strikes.

As for making it better...well to be honest with you Jim, this is the way KOC was, jason knew kings of chaos, he copied that games coding..and got the same result for a starter..and most subsequent admins have branched out from SGW to make the others...ergo the same idea. I am not saying the old system does not work entirely.. but it is inefficient and creates far too many power bases for lucky people who then in turn get false aggrandizement.

Re: PPT

Posted: Fri Jan 16, 2009 6:58 pm
by Lore
I think HE point is actually best, put start up naq in the bank, that nulls the rest.

Re: PPT

Posted: Fri Jan 16, 2009 7:19 pm
by Jak of blAdeS
Well i think both sides have been well thought out and discussed allthough im kinda siding with the 48 ppt hours i get where your coming from sempus

Re: PPT

Posted: Fri Jan 16, 2009 8:32 pm
by Thade
The problem with having a 48hour protection right off the bat gives new players few options on what they can do. The real focus of games like this is all about war and attacking. However, if you can't do that for the first 48hours a lot of folks may begin to play, realize there is nothing to do for two days and either not come back in time (which means they'll get attacked and when they do return they'll be upset so won't continue) or they just won't ever come back. Short beginning protection does increase player retention rate.

Re: PPT

Posted: Sat Jan 17, 2009 3:07 am
by Cole
Lore wrote:I think HE point is actually best, put start up naq in the bank, that nulls the rest.

Agreed.

Re: PPT

Posted: Mon Jan 19, 2009 3:44 pm
by Amar
PPT is for pansies

Re: PPT

Posted: Mon Jan 19, 2009 3:45 pm
by Amar
Thade wrote:The problem with having a 48hour protection right off the bat gives new players few options on what they can do. The real focus of games like this is all about war and attacking. However, if you can't do that for the first 48hours a lot of folks may begin to play, realize there is nothing to do for two days and either not come back in time (which means they'll get attacked and when they do return they'll be upset so won't continue) or they just won't ever come back. Short beginning protection does increase player retention rate.



i think ur making that up off your head. Provide me with hard evidence and a... a graph with lines and such

Re: PPT

Posted: Mon Jan 19, 2009 4:12 pm
by Arcturus
Amar wrote:i think ur making that up off your head. Provide me with hard evidence and a... a graph with lines and such


Think of it logically, it makes sense. There is really no need for data in this case.

Re: PPT

Posted: Mon Jan 19, 2009 4:32 pm
by Thade
Amar wrote:i think ur making that up off your head. Provide me with hard evidence and a... a graph with lines and such
Look at the number of abandoned accounts in any of these types of games that have high protection periods. By doing simple recon on those accounts one can see they were abandoned most often before they even finished their protection periods. When a game reaches a point where the number of inactive accounts makes coming out of protection early you see folks leaving their protection all the time (think of SGW it makes more sense for any new player to leave protection and farm as they can gain much more by farming then by being on protection in the beginning; however many don't realize this and only see that any aggressive action on their part removes their protection - something most new players like as they learn the ropes). This all correlates into a well made tutorial/help section. Should players quickly learn the nuances of a game they feel more able to cope with being attacked and thus do not mind coming off protection (given that the rewards are worth the risks). Therefore it is my position that a well made help/tutorial can exponentially decrease the required protection time for newbs. (and that a well made tutorial and the ability to perform actions which effect one's position within a game quickly will exponentially increase player retention rate).

I don't have any particular data to back this up but if you'd like to fund a research project catch me on MSN and we can discuss you donating to the "Thade needs money" foundation. :)

Re: PPT

Posted: Tue Jan 20, 2009 3:38 am
by Cole
Amar wrote:PPT is for pansies

Or for people who can't stay 24/7 infront of a game because of work uni or other things. :)