SGW needs more players.

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Re: SGW needs more players.

why not just put a AS restriction for attacking on, like ascended (cant attack x5 up or 1/5th down your total size). It would stop noobs from hitting big, and stop large players sitting on little ones, you wouldnt want to kill a hundred mill lifers. Of course the actual limiter for main would have to be thoroughly discussed.
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Re: SGW needs more players.

caesar2 wrote:Give new players better accounts. Lets say, give a chance to create an accont with 5 ascensions, not able to ascend one month after creating. Give them some special resources, which cant be traded, only used for that account. Lets say some 10m UU and 10T naq. Give them protection for one month, when they cant be massed, but they cant mass as well. Hits on another account can be limited to one hit/5 minutes. And create an alliance where new accounts (per races) will be given imediatly after creating. So another players will know there are newcomers. Well, than, lets hope, some **Filtered** wont be hunting them from day 0. I say this kind of player should be banned.



Some excellent ideas there ;)
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Re: SGW needs more players.

caesar2 wrote:Give new players better accounts. Lets say, give a chance to create an accont with 5 ascensions, not able to ascend one month after creating. Give them some special resources, which cant be traded, only used for that account. Lets say some 10m UU and 10T naq. Give them protection for one month, when they cant be massed, but they cant mass as well. Hits on another account can be limited to one hit/5 minutes. And create an alliance where new accounts (per races) will be given imediatly after creating. So another players will know there are newcomers. Well, than, lets hope, some **Filtered** wont be hunting them from day 0. I say this kind of player should be banned.


I dont mind a similar idea extend the 5 gnr and 1 gnr range not so its easy but so that people can feel like they can get some where while I know the players locked in 5 gnr range are top of the line but I think when you first play hitting the gnr range is a good feeling which encourages people to keep playing and as you advance you want to reach the 5 gnr range but not many people do I have talked to people whom have played years and they never have reached those levels. I know I never have but I am fairly keen to get there but some people would be put off.

One more thing I had an idea for everyone is that jason sets up pop up accounts with huge naq or uu to find and then dissolves the account keeping new and advances players constantly looking and farming for a chance for a big hit.
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Re: SGW needs more players.

In my opinion things that would help:

1) Hard cap on plague value. Round the current one up to the next 50m, and leave it there for a year or 2, sorta like WoW. Every year increase it a bit (another 50-100m) but not to much.
2) Make plague increasing in strength. So first 10m over the over the cap, its like 500kUU/day. Next 10m, 1m/day, and so on. IMO a static plague deduction is silly.
3) Advertise. Without advertising, its only word of mouth, and there's only so many people players can invite.
4) Increase start account stats, and make the resources un-tradeable. If people can start, and train a few UU around and attack even inactives, it'll interest them. The current statrt values of like 5UU etc is just silly.
5) Give them some links to useful things. Like a link for the first 2 weeks next to their user name, which links them to the newbie forum section. That way they can get in here, ask questions, and read what others have written.
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Re: SGW needs more players.

I found when i first started playing i didnt talk to anyone via PM for like 1-2 months so maybe have a alliance (run by admin or someone trustworthy) that is friendly (to a point) that all newly created accs start off in.
So this alliance main "job" is to get them into other alliances like warring, trading, peaceful ect depending on how the new player thinks he will like to play?

but then again its all about communication we need these new players to get into an alliance, make some friends and start learning

Im a BCI with TITANS and i find that the recruits that like to have a chat and a joke ect pass the BC program alot easier and with better outcomes
lol and i have also told some ppl to just quit as this game isnt for u and everyone here knows it some ppl just aint meant to play text based games

stats come and go ATS would be the best for them maybe 20k ats to be used in the first 1-2months?

anyway just my two bits
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Re: SGW needs more players.

Random events would make things interesting both positive and negative. Things like

Positive "Engineers working on planet X have developed a new alloy which increases your MS shield capacity by X amount"

Negative "A circuit overload in your shield systems has taken X amount of sheild generators offline"

Positive " A Nomadic race of space travellers offer there support in return of asylum. You Obtain X"

Negative " Whilst mining the planet core for naq your miners & Lifers come across a lava flow, before the tunnels can be sealed off X Miners/Lifers are engulfed in flames"

Etc etc, there's alot of posibilities.
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Re: SGW needs more players.

Tek wrote:Random events would make things interesting both positive and negative. Things like

Positive "Engineers working on planet X have developed a new alloy which increases your MS shield capacity by X amount"

Negative "A circuit overload in your shield systems has taken X amount of sheild generators offline"

Positive " A Nomadic race of space travellers offer there support in return of asylum. You Obtain X"

Negative " Whilst mining the planet core for naq your miners & Lifers come across a lava flow, before the tunnels can be sealed off X Miners/Lifers are engulfed in flames"

Etc etc, there's alot of posibilities.


I like this one :-D
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Re: SGW needs more players.

1.) dont allow your players to quit....
who would like to loose players, that have allready spend $$ and time in this game? they have worked hard, and cause of "i dont give u nothing in return while playing this game" attitude from game isnt fun, thats why ppls left game.. u cant recrute new players, if old ones are leaving game...

2.) fix damn things...
we all know that game is full of bugs, instead of upgrading game, do fix that bugs.

3.) advertising
there are mayn ways: facebook.google, youtube,....
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Re: SGW needs more players.

InR wrote:1.) dont allow your players to quit....
who would like to loose players, that have allready spend $$ and time in this game? they have worked hard, and cause of "i dont give u nothing in return while playing this game" attitude from game isnt fun, thats why ppls left game.. u cant recrute new players, if old ones are leaving game...

2.) fix damn things...
we all know that game is full of bugs, instead of upgrading game, do fix that bugs.

3.) advertising
there are mayn ways: facebook.google, youtube,....


i hope the admin sees this.
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Re: SGW needs more players.

Tek wrote:Random events would make things interesting both positive and negative. Things like

Positive "Engineers working on planet X have developed a new alloy which increases your MS shield capacity by X amount"

Negative "A circuit overload in your shield systems has taken X amount of sheild generators offline"

Positive " A Nomadic race of space travellers offer there support in return of asylum. You Obtain X"

Negative " Whilst mining the planet core for naq your miners & Lifers come across a lava flow, before the tunnels can be sealed off X Miners/Lifers are engulfed in flames"

Etc etc, there's alot of posibilities.


Good idea. Have random events that hit players throughout the game-
Positive- A tribe of X notice your empire and ask to join forces with you. They bring Xmillion UU.


The problem is also those trying to get into the game are allowed no chance to grow. A lot of my alliance had built 1.5trill defences to ensure they were not farmed but instead of deterring the larger players they would simply farm them for 30bil every couple of turns and if that did not work they would sab them down to do so- neither profitable for anyone. Now most of mine don't bother with the defence because it is just such a drain of their defences and resources.
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Re: SGW needs more players.

The game needs an alternate path of advancement.

We gotta face it, ascensions are suffocating the game. Especially with the cooldowns. And there is no sense whatsoever in playing gimped into the ground for like a year before you get to equal footing.


So I would say, reset ascended or tweak it otherwise so that its playable and that ascensions means something up there.

On main make base races if not appealing at least viable. Introduce features exclusive to them that enable them to "catch up" and be at least somewhat competitive. Like research of special technologies that give big bonuses, I dunno. Look at stargate universe online for how its done there, its quite interesting.

Old guard will moan true but it will show just how sincere people here are about the importance of attracting new blood.
Atm no sane person would start this game up from scratch when he faces a 1+ year uphill battle just to get to UK or another decent ascension level. In giving the established players a hamster wheel admin bared the gates for newcomers. If he doesnt fix that all the community effort in the world wont help one bit.
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Re: SGW needs more players.

Why do i have the feeling that most of the guys will move to SGUW?
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Re: SGW needs more players.

SGUW is even more $$$ based than sgw btw just so people know...or was at least.
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Re: SGW needs more players.

The main problems I see are:
There's no incentive to keep playing. For those that spend $$$, it's just a matter of how much $$$ one can muster up. For those that don't, it's basically hours and hours of 'grinding'.

Lack of new players staying, in my opinion is bigger than the issue of lack of new players. From what I've witnessed over the past, if 1000 accounts signed up right now, by different people... 900 will not make it past the first turn, because they don't know how to play the game. You have 30k naq... They do NOT know how to use that effectively. And if they spend it on the wrong thing, they won't be able to play for like another week. But most will 'lock down' their account, and log out, because they can't do anything anymore, and forget about SGW.
Of the 900 that do make it past the first turn, about 50 will not make it past the first day (Same reason as above, but for more patient players). The remaining 50 would either already have friends in the game, or have made contact with other players, in which they have recieved support and resources.
Of the 50 that are left, about 30 will not make it past the first week because they feel the game it 'boring', refuse to spend $$$, or just 'lack interest'.
Of the 30 left, 20 will have hit the wrong player and have their account destroyed. 15 will play for another turn or so, and ragequit. 5 will probably stay and fight, but still quit because trying to fight someone 400 times larger than you is... Futile.
Of the 10 left, they will eventually find out more about the game and mingle with the community. They will slowly lack interest, and probably won't make it past the first year.

In order to keep new players in the game, I propose some kind of 'feed alliances' where new players are sent into them the moment they are registered. And also have a forum account auto-created. The feed alliances should have some kind of armysize/power restriction. To protect the smaller players from the easily-angered. They should be managed both by specially appointed players, and the game itself.

New accounts need better starting resources. However, to prevent multiing, why not have some kind of 'upgrade points' or something? i.e. Start off with 1000 points. It costs 1 point for 100k UU going up exponentially (So they'll only be able to get around 1mil uu). As well as MS costing like 50 buying in lots of 10k. And Covert levels costs going up in a way which allows them to get to around 25 or so without much problem. (In fact, why not just make the lowest covert lvl, lvl 24? (With the same cost, of course)). Upgrade points being non-tradeable, cannot be exchanged for naq, and the uu in which it can be exchanged for, isn't worth raiding. Upgrade points will auto expire at around the 1 week mark. So basically, another resource which is only available to new players.

A detailed starting guide should also be in place to help newbies. As well as 'babysitters' (Or whatever yo want to call them) that look after the newbies in the alliances. During their stay (idk, a maximum stay of around 2 months?), they will be taught the game mechanics, and encouraged to find their own alliance, or to be a lone wolf. Though I find the lack of communication between players in their early days disturbing... Maybe some kind of alliance-wide chatbox in the forum? Or an ingame alliance-wide 'discussion forum' where players can post up notes and stuff which other alliance members can see.


Bugs... The game is buggy. It looks very 'scammy' imo too. It needs a complete redesign. It looks as if admin got a KoCC and taped bits and pieces to it. The game mechanics are horrible - they weren't thought out probably. Tbh, I wouldn't mind much helping the admin if he doesn't have enough time,etc.

And that's all I can bothered writing so far...

And yay I'm back btw.
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Re: SGW needs more players.

or you can impose an attack limiter to a ratio of the users AS like ascended has. But force it on active nooblets (someone who has logged on once in the last week or two), so raiding and farming inactives is still viable, and the younglings have time to work out how to play, small accounts cant blow themselves up on larger ones, larger ones cant sit on small ones, and the world goes around again :-)
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