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Re: June 29th updates RELEASED - comment here.

Posted: Thu Jul 01, 2010 6:45 pm
by Travis Dane
I believe i read a page or two back(surprising i think it was first in this thread) about the 10% return on strike weps.

I would like to also say that I myself after Farmfest#1, 2010 just bought 5 mil strike weps to get my account up into 5 point g/r to take advantage of my 4 days of ppt and now having available naq to ascend soon.

Now you cant be up in 5 point g/r with out a strike but now I will lose 90% of a 2.78 tril investment - coming out with only 277 bil naq.

I must agree with others in saying that, we r trying to always get more ppl interested in playing the game. I also understand the issue of sniper accounts and both sides have a point.

This also hinders all players that build a big strike, so in buying 10mil weps strong during a war or other hostilities, will also only get back 55bil for every 1 mill weps (550bil for a 6 tril naq investment) they had purchased, because sooner or later they still want to go back to farming or raiding and lose all that naq,

But cant we meet somewhere in the middle of what was the return b4 the update and what it is now. I would like to keep going with my other 8 ascensions and because of not paying the "TAX" i have to wait 21 days to ascend instead of 14.

I also want to say that when i first started and went thru my first cpl of ascensions, not only getting resources without losing the resources through foolish mistakes and quick strikers was hard enough. But once ascended, it was oohh so valuable once u got there.

Just an input from just a guy trying to build an account all the way to the top trying not to spend alot of money doing it.

Re: June 29th updates RELEASED - comment here.

Posted: Thu Jul 01, 2010 8:49 pm
by Sylus
ATs cost zero to use.

If I farm using 12 turns, my AT's don't go down. If I farm full 15, they do.

Massive glitch considering I'm in perg, it means I don't have to adhere to 60 turns max, by using 3 turn massing.

Re: June 29th updates RELEASED - comment here.

Posted: Thu Jul 01, 2010 10:21 pm
by renegadze
Apologies if this has already been mentioned, with so many posts in so many threads I am too lazy to look

But the Houses........

Once the first Leader of a house has been chosen....how are they removed?

As an Example, DDE look certs to be leaders of Faith, now my understanding is once they are leaders they can kick whomever they wish from that house?

Any new alliance joining the house will have to wait 5 days to be able to vote, and any existing alliance changing their vote resets their vote counter and also has to ait 5 days. So what stops DDE kicking every alliance in the house and then just kicking new ones as they join? - maybe I am missing something very obvious, but it appears that once the first round of leadership wrangling is over, no one else will be able to mount a challenge (Unless the leading alliance falls asleep for 5 days)

Re: June 29th updates RELEASED - comment here.

Posted: Thu Jul 01, 2010 10:29 pm
by BMMJ13
renegadze wrote:Apologies if this has already been mentioned, with so many posts in so many threads I am too lazy to look

But the Houses........

Once the first Leader of a house has been chosen....how are they removed?

As an Example, DDE look certs to be leaders of Faith, now my understanding is once they are leaders they can kick whomever they wish from that house?

Any new alliance joining the house will have to wait 5 days to be able to vote, and any existing alliance changing their vote resets their vote counter and also has to ait 5 days. So what stops DDE kicking every alliance in the house and then just kicking new ones as they join? - maybe I am missing something very obvious, but it appears that once the first round of leadership wrangling is over, no one else will be able to mount a challenge (Unless the leading alliance falls asleep for 5 days)

An alliance can not be kicked until 6 days.

Re: June 29th updates RELEASED - comment here.

Posted: Thu Jul 01, 2010 11:01 pm
by renegadze
BMMJ13 wrote:
renegadze wrote:Apologies if this has already been mentioned, with so many posts in so many threads I am too lazy to look

But the Houses........

Once the first Leader of a house has been chosen....how are they removed?

As an Example, DDE look certs to be leaders of Faith, now my understanding is once they are leaders they can kick whomever they wish from that house?

Any new alliance joining the house will have to wait 5 days to be able to vote, and any existing alliance changing their vote resets their vote counter and also has to ait 5 days. So what stops DDE kicking every alliance in the house and then just kicking new ones as they join? - maybe I am missing something very obvious, but it appears that once the first round of leadership wrangling is over, no one else will be able to mount a challenge (Unless the leading alliance falls asleep for 5 days)

An alliance can not be kicked until 6 days.


ah ok...stands to reason I missed the obvious lol cheers mate

Re: June 29th updates RELEASED - comment here.

Posted: Thu Jul 01, 2010 11:29 pm
by Sarevok
Travis Dane wrote:This also hinders all players that build a big strike, so in buying 10mil weps strong during a war or other hostilities, will also only get back 55bil for every 1 mill weps (550bil for a 6 tril naq investment) they had purchased, because sooner or later they still want to go back to farming or raiding and lose all that naq,
So you'd rather your enemy mass your defence, and sell off weapons, before you get a chance to strike back? And they sit there statless, till you build again. It is silly, but without massive hindrance to sniper accounts, they will just be the way of the future.

Travis Dane wrote:But cant we meet somewhere in the middle of what was the return b4 the update and what it is now. I would like to keep going with my other 8 ascensions and because of not paying the "TAX" i have to wait 21 days to ascend instead of 14.
For a middle ground you'd have to do something like, if you don't attack after training attack weapons, the sell off rate is 50% (but i don't know this is doable in coding)

Re: June 29th updates RELEASED - comment here.

Posted: Thu Jul 01, 2010 11:47 pm
by BMMJ13
* Nox is removed if more than 240 (240) attack turns are used in 24 hours. (no warning given..they just get flustered at your warlike actions and revoke policy). Sabotage is not noticed by the Nox so does not affect the policy. You can turn Nox back on at will, though it will cost to get a new policy.


Am I confused in thinking that it would mean every 240 ats it gets reset? I just tried massing a bit, and after 240 I reset it, then hit some more, noticed it was off again so set it again, then 2 hits later it was off again. So it seems like it resets after every hit after 240 ats? This seems like a bad idea, even if it was every 240 ats, in that there are many times when nox is important. The other part about auto-declaring war after 240 ats seems like a bad idea as well, as it basically forces people in the game to either attack and have not much trained to be killed or not attack and keep nox on.

Re: June 29th updates RELEASED - comment here.

Posted: Thu Jul 01, 2010 11:51 pm
by Juliette
BMMJ13 wrote:
* Nox is removed if more than 240 (240) attack turns are used in 24 hours. (no warning given..they just get flustered at your warlike actions and revoke policy). Sabotage is not noticed by the Nox so does not affect the policy. You can turn Nox back on at will, though it will cost to get a new policy.


Am I confused in thinking that it would mean every 240 ats it gets reset? I just tried massing a bit, and after 240 I reset it, then hit some more, noticed it was off again so set it again, then 2 hits later it was off again. So it seems like it resets after every hit after 240 ats? This seems like a bad idea, even if it was every 240 ats, in that there are many times when nox is important. The other part about auto-declaring war after 240 ats seems like a bad idea as well, as it basically forces people in the game to either attack and have not much trained to be killed or not attack and keep nox on.
It means you're too aggressive for the day. 240 AT per day you can use under Nox.

Re: June 29th updates RELEASED - comment here.

Posted: Fri Jul 02, 2010 12:15 am
by EbilCC
perg should only be for below living Gods below 25 million

Re: June 29th updates RELEASED - comment here.

Posted: Fri Jul 02, 2010 2:21 am
by Feri
If you must persist in diminishing the effectiveness of MS and strike and D planets can you do it by a smaller factor.. like say instead of double weapon power make it 1.5 or 1.66 or something to that effect..

just seems too much to half the power of the MS and planets in one fell swoop....

Re: June 29th updates RELEASED - comment here.

Posted: Fri Jul 02, 2010 4:57 am
by Sarevok
I think it's a excellent idea. Military should have always been the driving factor in an accounts power, not a MS or planets.

Re: June 29th updates RELEASED - comment here.

Posted: Fri Jul 02, 2010 11:31 am
by Wepwaet
Balance is one thing but when you tell people they now have to spend over a quad more to become effective again the adjustments have gone too far. Its going to take 1-2 YEARS for people not using money to compete again.

Just look at the # of people who have significantly invested in defenses since the updates and you'll see that even without the doubling of atk/def power the new defense minimums would bring balance by themselves.

Planets and MSs are only effective up until a certain point where the expense of increasing them doesn't justify the gain. Removing the doubling will put most of the new defenses at or above this point already.






Edit: Maybe defenses should be adjusted so that weapons fail around the time you wipe out the persons supers instead of people have weapons left and no supers to man them(like whats happening now)
Edit #2: Could you add to the alliance manage screen a category list the members population so leaders can have a breakdown of the alliance population?

Re: June 29th updates RELEASED - comment here.

Posted: Fri Jul 02, 2010 1:42 pm
by Forum
i've been watching this, and i think i see a big cause of it (relations/ranking pages...)
i have a fix i will try over next few days that may just solve all lag issues...will see. its a bit of work, and not guaranteed to resolve it, but i am hopeful :)

Naminef wrote:since the updates the game is crazy laggy. anyone else getting the lag? and i dont just mean around the turn change either. its all the time

Re: June 29th updates RELEASED - comment here.

Posted: Fri Jul 02, 2010 1:48 pm
by Forum
back...
Sylus wrote:Just realised and sorry if someone else posted, but my link to the ascended server has disappeared from the main page.

Re: June 29th updates RELEASED - comment here.

Posted: Fri Jul 02, 2010 1:49 pm
by Forum
feedback is good. we are looking at balance, so do not despair quite yet ;)
Field Marshall wrote:I thought the implementation of attack being less effective was a good idea, however...on the 10 odd accounts that I have tested it against...it is absurd.

You cannot remove a defence if critical and nox is on. It takes far too long.

On top of this, I was using a 10T strike against 1T defences and quite simply, I was taking double the losses.

You just took the only thing that I enjoy out the game.

Edit - In addition to this, I don't think it is possible to take out a fully noxed up defender...on the basis that they will phase each time. Giving at least an hour before you can destroy weapons.