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Re: Feeding Solution

Posted: Sun Dec 05, 2010 6:42 pm
by SÅTÅN 666
Just get over it..

This is what, the 25th era? :roll:

Re: Feeding Solution

Posted: Sun Dec 05, 2010 8:43 pm
by Bernie Sanders
So? Better late than never.

Re: Feeding Solution

Posted: Mon Dec 06, 2010 11:19 am
by ph30nix
SÅTÅN 666 wrote:Just get over it..

This is what, the 25th era? :roll:


Well feeding can be very frustrating and annoying to people. And as with anything that is annoying it just gets worse as it continues.

There realy is no perfect solution to this outside of people activley monitoring it but even then you will have people complaining of favortism.

But from a automated standpoint this one could work, just need to mess with the #'s to find a balance that worked.

I can forsee possible abuse though with the max hit being linked to trained miners. maybe have something in there based off of UP instead inactives wont have much in the way of UP at least not compared to actives.

Re: Feeding Solution

Posted: Mon Dec 06, 2010 11:26 pm
by Kikaz
Bring back the old market where you could stockpile 1,440 turns a day, so we the players can actually farm enough to keep up with the top UPs AND still have enough turns to mass/sit on the people being fed. To be honest ever since the turns got limited so much quantum has become a complete boring, stat building fest.

Also the current market is riddiculous..

For example...

Buy Miners with Turns: 7.00 per Turn
(max per customer per day: 1,680)

1,680 day max when the top UP is almost 600,000 RAW per day?

Hell for the

Get 1,443,514,351 Naquadah per turn with Turns
(max per customer per day: 346,443,444,240)

346 bill you can get per day from that you could get at least 100,000 RAW UP from scratch...

Buy Turns for 997,901,681 Naquadah each
(max per customer per day: 240)

Average hit on inactives right now is about 21,358,386,720. 240/12 = 20
20 hits of 21,358,386,720 gets you 427,167,734,400.

239,496,403,440 to buy those turns.

Leaving you with 187,671,330,960 for your profit.. aka about 8 hits for current inactive farms.

480 daily generated turns

854,335,468,800 + the 187 = 1,042,006,799,760

Not quite the 15-20 tril these guys are getting fed per week.

Wheras all these "inactive" accounts...

Are getting those 480 turns and their endlessly piling up, pretty soon some player spies a name they know from main and get on MSN and say "Hey ____, you got 14,000 turns in Quantum wars if you farm them all for me I'll give you 60,000,000 UU in main!" or same thing for x amount of $$...

So whats the #1 best thing you can do to stop feeders?

Simple if the accunt hasn't logged in for 7 days they stop producing turns, and cap the produced amount of turns to 1,500.

Whats the #2 best thing you can do?

Tweak your market a little so players can actually aford to mass away all of those pretty defense weapons stocked up on inactives and stop the feed before it starts!

Whats the #3 best thing you can do?

Work on this solution all wave in beta server and wait till the wave resets to implement all these changes so every nub and his mother doesn't start crying rivers. :smt089

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I was asked to read this topic and post my 2 cents worth... if any of my post doesn't make sense too bad im tired and grouchy and cant even keep up with my own logic sometimes

Love,

Kikaz

Re: Feeding Solution

Posted: Tue Dec 07, 2010 2:29 am
by EnVy!
very good points... in fact he is right about everything in my mind except i want it implemented now

Re: Feeding Solution

Posted: Tue Dec 07, 2010 9:00 am
by Neimenljivi
Adding more ATs to the market isn't gonna change anything.
The ONLY way to end feeding is to make a STRICT policy against it and ENFORCE is with everything on your disposal, including perma-quantum-bans..

~Jack

Re: Feeding Solution

Posted: Tue Dec 07, 2010 4:36 pm
by HippyFool
Neimenljivi wrote:Adding more ATs to the market isn't gonna change anything.
The ONLY way to end feeding is to make a STRICT policy against it and ENFORCE is with everything on your disposal, including perma-quantum-bans..

~Jack


I agree.

Re: Feeding Solution

Posted: Tue Dec 07, 2010 4:40 pm
by knight
Neimenljivi wrote:Adding more ATs to the market isn't gonna change anything.
The ONLY way to end feeding is to make a STRICT policy against it and ENFORCE is with everything on your disposal, including perma-quantum-bans..

~Jack


You are just saying that because you want to sell naq for $$$. :roll: And don't bother to act all innocent, you got fed last era. [-X

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Capping the ATs @ 500 would stop the feeding. No one would have any turns but those that are actively playing.

Buying turns on the market for say 2 or 3 billion would at least make feeding more than a one day affair. They would have to log on and buy turns for a few days before it would be profitable to feed.

I don't think there is anyway to stop feeding, it's the nature of the game. There are too many people in alliances (here and from main) that would rather an alliance mate win than someone they don't know.

As it is now, the actives have no turns and the in-active's that have thousands. Find a way to reverse that and you will stop feeding once and for all. Most feeders would stop farming for you if you had the turns to do it yourself.

Re: Feeding Solution

Posted: Tue Dec 07, 2010 5:17 pm
by Dawnthief
knight wrote:Capping the ATs @ 500 would stop the feeding. No one would have any turns but those that are actively playing.


which would completely put a stop to players like me who have busier RLs and cant be that active... (hence why i dont play an defence + income based game, im offline for too long that ill get farmed each and every time)

Re: Feeding Solution

Posted: Tue Dec 07, 2010 6:16 pm
by knight
Dawnthief wrote:
knight wrote:Capping the ATs @ 500 would stop the feeding. No one would have any turns but those that are actively playing.


which would completely put a stop to players like me who have busier RLs and cant be that active... (hence why i dont play an defence + income based game, im offline for too long that ill get farmed each and every time)


Why do people "selectively quote me and then argue? :roll:

Go back and read my post again, then offer a way that is better. ;)

Re: Feeding Solution

Posted: Tue Dec 07, 2010 6:42 pm
by EnVy!
knight you bring up good points as well... but kikaz with more turns was the best in my opinion. no need for multying when you have enough turns to farm already. the limiting turns has just made multying easy. everyone who has been in the game a long time knows how to create another account and even assign that account a new IP address or mask the address. so either stop the big hits or give everyone turns.

i will say this... i think everyone wants a change but the problem is that not everyone agrees on the change.

i am against paypal

Re: Feeding Solution

Posted: Wed Dec 08, 2010 1:17 am
by Affirmation
The two things that control/allow an 'inactive' player to farm and then feed/transfer the NAQ to another player is the amount of ATs available to that player and the size of their off-site storage bank. Placing some sort of new 'dynamic' restrictions on those two areas would be a GREAT start to limiting the ease by which a limited activity player could perform 'Farming & Feeding' activities.

Can we all agree that hardly any limited Activity account takes the time to increase their Raw UP and/or maintaining their Defense levels?
a. Increasing RAW UP uses NAQ.
b. Buying/maintaining Defense uses NAQ and prevents easy Farming attacks.
c. Wasting NAQ on these defeats the purpose of using the account for feeding.

Place new 'activity' requirements on player accounts on what it takes to be an 'Active' account. Staying within XX% of the Top Raw UP, and having/maintaining a Defense within XX% of Top ranked Defense for a significant period of time. An inactive player will not maintain these restrictions over significant periods of time in an Era.

Hitting an 'Active' account for any amount of NAQ per hit is allowed by the game. (Hence 'Sniping' and teamwork/Alliance feeding/assistance is STILL ALLOWED!)

Hitting an 'Inactive' deemed account for more than XX% over the average NAQ hit will not be allowed, either completely disallowed (like the player is on PPT) or the amount taken will be limited to the Average Naq hit. In the latter case, an Active player would have to hit the Inactive Account many multiple times (say like 4-5 15 AT attacks in a row) to take all the NAQ, wasting ATs AND, allowing for a method to track this activity! (Later, we could add restrictions to how many times a player could do this per Era, per week, etc. and/or go as far as banning or recovery of the NAQ from the offending player.)

Now, furthermore is what happens to 'Inactive' accounts, ones that do not maintain the required % of Raw Daily UP and/or Defensive levels necessary to stay an 'Active' account:

AT growth limitations - After XX hours/days of Inactivity, AT generation ceases, and then ATs start deleting until the next login where normal generation of ATs begins again.

Off-site Bank Size - After XX hours/days of Inactivity, Off-site Bank size begins to Decrease until at next Login, Bank size will begin to 'SLOWLY' (by slow I mean over a 24-48 hour period) come back to normal level!

Result - An Inactive player logging in only once a week to 'Farm and Feed' will find NO ATs, and NO Offsite Bank Storage available to them to Farm NAQ, Store NAQ offsite, and then Pull that Massive Amount of NAQ out in the open to 'Feed' to the loving Arms of their soon to be Fed buddy??

OK, say a normal player goes 'Inactive' (like Affy most of this Sucky Clone Era...) when I login after 4-5 days of inactivity, I can use a Daily market Turn to Get some ATs and another new option to 'BUY' back a quicker 'Offsite Bank Restoral' option (bank size restored to full within 12-24 hrs?) so that I can more quickly recover back to regular play, but, in no way can I have enough ATs nor Off-site Bank Storage to farm enough to Feed anyone?? Right?

Remove the ease at which an Inactive player can benefit an active player (loss of accumulated ATs and NO Bank to store the NAQ until Feeding) and place limitations on how easily Active players can take the Full Naq from a deemed Inactive player account, this will give us the tracking method needed to identify a habitual 'Feeder' without too much Admin interaction.

So, if an Inactive player does come Online with the purpose to use up a clump of ATs (like the Daily Markets worth) they can farm, sure, but - most all of this NAQ will be in the open while they are Farming so that Active players can hit at them and take it since they cannot Bank significant amounts of NAQ!! This makes Farming & Feeding MORE PERILOUS, and more apt to have Active Snipers interfere with the Farming and Feeding by hitting the NAQ as it accumulates in the open.

The end result of this is Inactive Accounts find it impossible or near impossible to farm and feed until they have restored Activity levels and, if they are playing that much then they are playing enough to have the right to help friends in the game.
If they do manage to find a way to Bank enough NAQ and pull it out to try and feed, the Active players restrictions on farming an Inactive will make it less cost/resource effective, and, give us a way to track habitual Feeders for future game control actions deemed necessary by the Q community.

Dang, my brain hurts now... #-o

I would see this as implemented at Next Era although if done properly should only affect the current Era by forcing the Actives to hit Multiple times to take large NAQ amounts off Inactives.
But, I see this as requiring new coding typical of new Era changes.

Edit: I could not vote for ANY option in the Poll...

Re: Feeding Solution

Posted: Wed Dec 08, 2010 9:45 am
by Neimenljivi
knight wrote:
Neimenljivi wrote:Adding more ATs to the market isn't gonna change anything.
The ONLY way to end feeding is to make a STRICT policy against it and ENFORCE is with everything on your disposal, including perma-quantum-bans..

~Jack


You are just saying that because you want to sell naq for $$$. :roll: And don't bother to act all innocent, you got fed last era. [-X



I always fight against feeding. I usually sell naq for USSs on Quantum, rare few eras that I'm not playing I'm selling the naq for $$ itself, like this era.
I got "fed" by my alliance members who were all given all their naq, quantified might I add, back and let's not forget I used the alliance tactic due to specific someone cheating to get to level 13 ascension ahead of me :roll:

~Jack

Re: Feeding Solution

Posted: Wed Dec 08, 2010 10:05 am
by bebita
CLOSE ACCOUNTS THAT ONLY PORPOSE WHEN THEY OPEN QUANTUM IS TO FED OTHERS
IS EASY TO RECKON THEM AND LISTEN TO US PLAYERS TIME TO TIME (all the time :razz: )
NO NEED TO BIG CHANGES NO NEED FOR COMPLICATED THINGS

Re: Feeding Solution

Posted: Wed Dec 08, 2010 1:51 pm
by Bernie Sanders
bebita wrote:NO NEED TO BIG CHANGES NO NEED FOR COMPLICATED THINGS


No need for yelling, either.