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Re: changes to ascension
Posted: Sun Sep 09, 2007 3:29 pm
by Raven
this is gonna make descension a joke and to make it worse Turns are also easy to buy......welcome vacation mode.....zzzzz
Re: changes to ascension
Posted: Sun Sep 09, 2007 3:38 pm
by ~Zekk~
Raven wrote:this is gonna make descension a joke and to make it worse Turns are also easy to buy......welcome vacation mode.....zzzzz
turns cant be bought, only sold.
~Zeke~
Re: changes to ascension
Posted: Sun Sep 09, 2007 3:48 pm
by Timmy
i'd say people should get 10-20mil per turn
that way smaller people would sell more than bigger people
Re: changes to ascension
Posted: Sun Sep 09, 2007 3:49 pm
by GeneralChaos
The Ascended Cache is good, this allows you to save up millions of LF to upgrade but it cannot be held to stop your descention it actually means that LFM will be useful again,
But does that mean that if you covert billions of DMU into LF and your already at your limit will it automatically go into the cache or will it not let you do the conversion????
Re: changes to ascension
Posted: Sun Sep 09, 2007 3:57 pm
by q3utom
TheRook wrote:q3 wrote:It is just the first update it doubles in regards to life force max.
my originaly Life Force Max was at 42 which had increased it x3 as was "planned"
I upgraded it to 43 and it took my x3 multiplied Max Life Force and doubled it
then upgrade from 43 to 44 only increased it by about 100k
I'm just unsure if admin is already fixing it or thats a bug/glitch
just raising awareness

TheRook
Same for me, I upgraded to 48 and life force jumped by a mil up then 49 and 50 only increased by 100k.
Re: changes to ascension
Posted: Sun Sep 09, 2007 4:14 pm
by BL1P
huh ?
Re: changes to ascension
Posted: Sun Sep 09, 2007 4:30 pm
by Raven
~Zekk~ wrote:Raven wrote:this is gonna make descension a joke and to make it worse Turns are also easy to buy......welcome vacation mode.....zzzzz
turns cant be bought, only sold.
~Zeke~
That wont make it much better......this must be the worst update of the year by far....
Re: changes to ascension
Posted: Sun Sep 09, 2007 4:32 pm
by ~Zekk~
how so? most people dont ever use they're turns because they dont want to tick people off, at least now they can make some dmu and grow a little bit.
~Zeke~
Re: changes to ascension
Posted: Sun Sep 09, 2007 4:33 pm
by Robe
samson1111 wrote:I read the topics, I have some ideas as well
when revolting planets, the attacker should lose covert planets (same amount as at sabotage) so it should hurt the attacker as well... not only the defender(whose planets r revolted)
I like Samson's idea and would add that revolution should not touch Resource Planets at all.
Also...
Scheduled DMU Meteorite Showers to help smaller players grow. The lower the rank, the more they get.....Rank 100+ should not get any.
Players who have 100,000 times more power than the means average of the top 100 players should grow at a slower rate to others.
Main and Ascended Vacation can not be linked because the top 10 players completely and utterly control the balance of power in this server and unless you have a non aggression pact with their team, you are at their mercy.
Make the game competitive and people will play!
Re: changes to ascension
Posted: Sun Sep 09, 2007 4:40 pm
by Mojo Rising
@Forum
The DMU-LF conversion rate is still wonky above 700 million planets. You said you were going to fix this. Please do so that I can start growing again instead of stagnating, waiting for everyone else in ascension to catch and pass me like I am standing still.
Re: changes to ascension
Posted: Sun Sep 09, 2007 5:00 pm
by Munchy
Alright, if lifeforce used for descension can only be saved saved up in your reserves then the reserve should be 15x your max lifeforce. So long as the 5x max lifeforce thing stays in it would then take 12 hours minimal to descend someone. At the same time you should then be able to manually transfer lifeforce from your cache to your reserves to fill it to the max. This way if someone is active, and logging onto ascension they can prevent themselves from being descended by being, well, active and constantly transferring lifeforce(which is what I want atleast, and I believe others). At the same time inactives would be easily descendable, which is what the top brass wants, right?
The max reserve can be played with, but you should atleast have 12 hours to save yourself, if not longer.
Also as others have said, revolution really needs to go. Raiding miners and now the equivalent to it has been one of the major factors that has made the server what it is now.
Re: changes to ascension
Posted: Sun Sep 09, 2007 5:19 pm
by High Empty
LOL guys didn't fill out his reserves
Starting with 2,043,813 weildable life force, with 8,388,607 attack potential after engaging the physical forces standing in their way, and accounting for energy attack power and skill,Dead_Horse meets Aslan - with 51,483 life force capable of being used in battle- in an ascended match of epic magnitude!
Simutaneously, the two ascended beings launch ascended energy attacks on each other. Time stands still, the surrounding physical plane crackles with diffusing power, and the entire Ascended plane shudders while the battle rages.
Dead_Horse impales Aslan with 8,388,607 of ascended damage.
The energy absorbing power, skill, and the unique skill of energy repulsion -usable only within ones own realm, and their constitution, lessens this by 7,966,047 to 422,560 total damage taken, thereby reducing their life force and reserves by this amount.
Wait...you realize that you actually dealt more damage, but the Ascended League of Battle (the 'rule makers' in ascended battles)intervened...The result is that:
You did the maximum amount of damage possible on them - one half of their total possible life force and reserve!
Aslan, at the same time, hits Dead_Horse with 57,300 total power, while also repulsing 4,796,546 of Dead_Horse's own attack back at them, for a total of 4,853,847 potential damage! This, though, by the energy absorbing power and skill of Dead_Horse, and their own constitution, reduces by 4,622,030 resulting in 231,817 total damage inflicted by Aslan on Dead_Horse!
Aslan has been descended as a result of the battle!!!
They will certainly ponder this while spending the next long time in the ascended equivalent of limbo, thier followers in shame, and thier power dissipated...for now...for nobody can truly kill an ascended being. Banishment is the best -and worst- one can do.
Both parties are exhausted, these battles being very taxing on ones being. While the battle is now over, it is also not finished. It has will finish in 4 real hours (or 4 eons ingame time). Yes - linear time is one of the things that are left behind in the ascended planes.
Regardless, the two ascended beings have will part ways, and both wonder about the next time they meet....
You did the maximum amount of damage possible on them - one half of their total possible life force and reserve!
Opps.
anyways, i would like the DMU to LF conversion rate fixed!
and can you tell me where you put the increase in power ups costs.
Not sure if 3x is what's needed it may need more will test when i can convert something.l
Re: changes to ascension
Posted: Sun Sep 09, 2007 5:37 pm
by Lord Silent Bob
as a relative n00b on Ascended and after having read this entire thread
One of the main issues, while it has been mentioned has been overlooked.
the ranking system. at the moment I am ranked in the top 300 because of my Charisma levels, whilst I have only done two ascensions and the first of them was only 6 weeks ago.
the problem here, whist I may have a healthy expansion rate, there is no way I can compete with the guys around my rank, in fact I have to go down almost 600 ranks to be able to see anybodies number of planets, and further again to be able to spy. and at that level raiding and farming is not practical.
Base rankings on total power levels and if needs be total realm size...not charisma.
as for the turns - DMU ratio the average super weapon sale netted about 750-850 mil for most guys and if online most would farm at least that much again. the rate should reflect that, the superweapon whilst bad for some was a lifeline for the smaller guys
Re: changes to ascension
Posted: Sun Sep 09, 2007 5:39 pm
by High Empty
Lord Silent Bob wrote:as a relative n00b on Ascended and after having read this entire thread
One of the main issues, while it has been mentioned has been overlooked.
the ranking system. at the moment I am ranked in the top 300 because of my Charisma levels, whilst I have only done two ascensions and the first of them was only 6 weeks ago.
the problem here, whist I may have a healthy expansion rate, there is no way I can compete with the guys around my rank, in fact I have to go down almost 600 ranks to be able to see anybodies army size, and at that level raiding and farming is not practical.
Base rankings on total power levels and if needs be total realm size...not charisma.
as for the turns - DMU ratio the average super weapon sale netted about 750-850 mil for most guys and if online most would farm at least that much again. the rate should reflect that, the superweapon whilst
bad for some was a lifeline for the smaller guys
As a normal sure you do have to go down alot of levels to see someone armysize, cause you need 5x their power. So it does makes a differents.
And as for the Superweapon i just don't know, personally i don't even know where it is at the moment.
Re: changes to ascension
Posted: Sun Sep 09, 2007 6:36 pm
by Lord Silent Bob
High Empty wrote:
As a normal sure you do have to go down a lot of levels to see someones army size, because you need 5x their power. So it does makes a differences.
that I knew, it was relative power I was talking about. most around my rank are far more powerful than I am