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Re: Turn Production
Posted: Sun Apr 17, 2011 11:56 pm
by Juliette
[SlayerS_fith] wrote:increase at's created through market turns might see the reborn of people buying mt's again.
that was some oldschool fun.
so increase whats in the market.
not increase the generic turn change would see a better market and more growth.
rather then increased feed accounts to sit dormant n collect.

Very good idea, Slayer!
Re: Turn Production
Posted: Mon Apr 18, 2011 12:16 am
by ~Thamuz~
[SlayerS_fith] wrote:increase at's created through market turns might see the reborn of people buying mt's again.
that was some oldschool fun.
so increase whats in the market.
not increase the generic turn change would see a better market and more growth.
rather then increased feed accounts to sit dormant n collect.
That wouldn't stop the feeder accounts gaining AT tho, they would prob get more if it was MT based, how about a system of higher AT generation for players that actually play the game, the more you play the more AT you generate up to a certain point, and if you don't play the game you don't generate at all, this would help the active that actually play the game as admin intended and would harm the inactive or players that sit there doing nothing except gaining resources to fill there own pockets with real £/$.
Re: Massing Updates
Posted: Mon Apr 18, 2011 7:06 am
by Lithium
Forum wrote:not against it for personal turns acquired somehow...
Iƒrit wrote:also any chance you have or are considering increasing AT generation as to make massing more likely?

could be good to have more personal turns and also more from generate thro MT's
also a lil tweak to stop ats generating from accounts that dont log within 48 hrs , once they log the generating starts. this way inactives dont get free ats to send to their supporters reducing also the multi factor from benefiting.
Re: Turn Production
Posted: Mon Apr 18, 2011 9:42 am
by [SlayerS_fith]
~Thamuz~ wrote:[SlayerS_fith] wrote:increase at's created through market turns might see the reborn of people buying mt's again.
that was some oldschool fun.
so increase whats in the market.
not increase the generic turn change would see a better market and more growth.
rather then increased feed accounts to sit dormant n collect.
That wouldn't stop the feeder accounts gaining AT tho, they would prob get more if it was MT based, how about a system of higher AT generation for players that actually play the game, the more you play the more AT you generate up to a certain point, and if you don't play the game you don't generate at all, this would help the active that actually play the game as admin intended and would harm the inactive or players that sit there doing nothing except gaining resources to fill there own pockets with real £/$.
yeh but its easier to to track those types of accounts as opposed to the once a month log in types.
but i doo see your point.
so say log in once a day increase's your at generation by 1-2 at per turn.
but as always can still be abused by proxies and feeder accounts.
tbh there is no real way unless the server is very closely looked over by admin.
Re: Turn Production
Posted: Mon Apr 18, 2011 9:46 am
by Iƒrit
its always the bad apples that ruin it for the rest of the honorable
seriously though, your point is a bit dull, no offense intended but why should a few bad apples ruin what should be good for the rest of the honest players?
Re: Turn Production
Posted: Mon Apr 18, 2011 12:11 pm
by Lithium
if an account is accessed often by webproxies and if it reported it can be easily baned due to webproxies always having different IP's even from different countries smt. if its properly checked it ll show that the account owner has been loged from different location far from each-other.
Re: Turn Production
Posted: Mon Apr 18, 2011 2:47 pm
by stuff of legends
Lithium wrote:if an account is accessed often by webproxies and if it reported it can be easily baned due to webproxies always having different IP's even from different countries smt. if its properly checked it ll show that the account owner has been loged from different location far from each-other.
vpn

Re: Turn Production
Posted: Sun May 15, 2011 7:57 am
by Atomos
Who cares about the rest of the issues, the lack of ATs is crippling the game! Get some more ATs in there, personal ATs, regular ATs whatever, as long as they allow you to play the game more often.
Just do it and tweak it later to fix things up.
Start with 10 regular ATs per turn and 10 personal ATs per turn and then modify the values to balance the game.
Before someone else suggests it, AT planet

Re: Turn Production
Posted: Sun May 15, 2011 2:44 pm
by stuff of legends
you want to retain some tactics in the game.
Re: Turn Production
Posted: Sun May 15, 2011 3:00 pm
by Juliette
stuff of legends wrote:you want to retain some tactics in the game.
That includes
NOT randomly springing HUGE supplies of ATs.

Good call.
Re: Turn Production
Posted: Sun May 15, 2011 3:26 pm
by Rocky
Juliette wrote:stuff of legends wrote:you want to retain some tactics in the game.
That includes
NOT randomly springing HUGE supplies of ATs.

Good call.
Id agree in almost all cases, however, how do you expect non cash spenders to keep up with the cash spenders. Turns to farm and raid is the only way. Its bad enough as it is, with the huge amount of money being spent on some accounts, but a lack of turns will definitely benefit cash spenders more than the majority of players who have to farm or raid their resources in the sense that players will progress much slower and cash spenders can much more easily buy amazing stats. Helping cash spenders is hardly what this game needs.
Re: Turn Production
Posted: Sun May 15, 2011 5:33 pm
by Tekki
Iƒrit wrote:its always the bad apples that ruin it for the rest of the honorable
seriously though, your point is a bit dull, no offense intended but why should a few bad apples ruin what should be good for the rest of the honest players?
While i see your point, try being one of the small guys attacked by the few bad apples. There is no way for you to escape or fight back.