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Re: Changes to Pergatory
Posted: Mon Nov 10, 2008 3:47 pm
by Amar
Lower the size restrictions, and keep the restriction constant. No increase in limits.
Automatically Boot anyone who reaches the cap, instead of letting people stay and grow past it.
boot anyone past a certain rank... honestly i'd say around 1000 or 1500 even
1 G&R per turn is good for the noobs.
And the attack limit per player? Umm let me think about this. I dont like it as is, but will need time to think of an adequate solution to serve the same purpose.
Re: Changes to Pergatory
Posted: Mon Nov 10, 2008 3:52 pm
by SlimD
Amar wrote:1 G&R per turn is good for the noobs.
I will sound old - shhh! - but 1 GnR was a big accomplishment a few years back.. when there wasnt a server war and low rank was very hard to come by..
No GnR for Perg - my vote
Re: Changes to Pergatory
Posted: Mon Nov 10, 2008 5:18 pm
by GeneralChaos
I agree no GnR
Rank 1000 seems fair enough
The income one is a good idea, if you have a 3 or 4 Trill def in perg your set, get massive income planets sit there, get your massive ms / covert lvls / raw up then leave.
If you get to close to the cap, just leave a few mill UU out, or train loads of attackers and arm 1 weapons and self mass yourself, and your set.
Re: Changes to Pergatory
Posted: Mon Nov 10, 2008 5:24 pm
by SlimD
GeneralChaos wrote:If you get to close to the cap, just leave a few mill UU out, or train loads of attackers and arm 1 weapons and self mass yourself, and your set.
People are already doing that in order to stay in.. amazing I thought.. but now i understand why. thx
Re: Changes to Pergatory
Posted: Mon Nov 10, 2008 6:43 pm
by Lore
SlimD wrote:GeneralChaos wrote:If you get to close to the cap, just leave a few mill UU out, or train loads of attackers and arm 1 weapons and self mass yourself, and your set.
People are already doing that in order to stay in.. amazing I thought.. but now i understand why. thx
The entire system is being abused and people just refuse to accept it.
No massing in Purg??? I mean come on.
And as for the income plan, I guess the multies will come a runnin now. Heck someone like me could put 10 or more accounts in purg with 30 mill UU in each, gather 10 income planets each and make Naq and $$ hand over fist.
So now purg is a sniper and a multi/cheats paradise.
Re: Changes to Pergatory
Posted: Mon Nov 10, 2008 6:46 pm
by GeneralChaos
Not yet its not, im sure admin will take this feedback and make the adjustments where needed.
Re: Changes to Pergatory
Posted: Mon Nov 10, 2008 6:49 pm
by Lore
GeneralChaos wrote:Not yet its not, im sure admin will take this feedback and make the adjustments where needed.
Lets hope.
Re: Changes to Pergatory
Posted: Mon Nov 10, 2008 11:48 pm
by Dizzy
My $0.02 - as someone who used perg as a place to build and raid before I got FSS.
The goal of pergatory has always been to provide a 'slower style' of play for anyone wishing it, who is not too powerful to appreciate it
I like your thinking here, but unfortunately for the reasons above this will completely imbalance perg - and make it a realm where the gap between strong and weak is comparatively a lot wider than in main realm (they have been mentioned before).
If you want to make it a slower style of gameplay, reduce the ability to get AT's..... not the ability to mass. I vaguely remember posting this ages ago and was laughed at for being a n00b. But, introducing the ability to gain additional AT's via the market (the trade all 3 MT's option) has 'sped' up the gameplay in that realm immensely. My suggestions:
1) Remove ability to trade 3x MTs for non-transferrable AT's. (OR take away the ability to use non-transferable AT's in perg)
2) Reduce max AT's onhand in perg to 1500 (any AT's currently onhand if it gets implemented get converted to naq on the lext login).
3) Reduce the AT's gained per tick to 2 (or even 1)
This means that:
1) People can still generate enough AT's to be able to mass someone properly.
2) It takes planning and preparation to be able to mass someone
3) Growth is slowed right down due to decrease in AT's available. It will mean that people have to look for that good naq hit, or raid.... (and may even have old players going over there with new accts for the 'glory days' of SGW hehe).
I think you are wrong to exclude lowering the current entry/exit level for perg - it is at a stage where people are building 2-3tril strikes, if that is not 'too powerful' to appreciate a slower style of gameplay then I dont know what is. I'd also like to see it as a hard cap, and not dynamic as it will again allow people to get to a size where they can build huge stats.
IMO:
Max Entry 25mil army
Max Army before booting 32mil.
3) 24hour 'no attack' before being able to enter.
Great idea - but IMO needs to be taken further..... ala Clarkey. No attack, no PPT..... same as going on vac mode "
You need a clear conscience to be able to enter that realm"
You have a chance to change pergatory realm and get it to its original intention, I honestly think that the most important updates would be to (most importantly) reduce the ability to gain AT's and then reduce the army size. That way smaller people can appreciate a slower gameplay and build up in a safer environment.
Re: Changes to Pergatory
Posted: Tue Nov 11, 2008 12:17 am
by Tacet
I think I'm going to repeat a lot of previous opinions:
1) Why are there GR at all in perg?
2) No massings!? Admin - you're making us totally defenceless against perg snipers! *heeeeelp*
3) 24h rule - I applaud, one step in the right direction, but it needs the 24h no PPT rule added, as per Clarkey.
About rank - I know very few ppl who've been here a while who cares about ranks 2-2000. We don't care about rank, rank is silly and stupid unless you want GR. But the idea I get is that most of us still care a bit about rank 1. That is a special place. I don't care to be there, but I would prefer to see someone I respect there. I don't want a perg player there, who can't be massed, who's too sissy to face the real server and who's preying on accounts that should be in a arena aimed at new, confused players.
@Admin - thanks for trying; even if we don't agree with the changes as is, we appreciate the effort.
Re: Changes to Pergatory
Posted: Tue Nov 11, 2008 3:06 am
by Lore
Dizzy wrote:My $0.02 - as someone who used perg as a place to build and raid before I got FSS.
The goal of pergatory has always been to provide a 'slower style' of play for anyone wishing it, who is not too powerful to appreciate it
I like your thinking here, but unfortunately for the reasons above this will completely imbalance perg - and make it a realm where the gap between strong and weak is comparatively a lot wider than in main realm (they have been mentioned before).
If you want to make it a slower style of gameplay, reduce the ability to get AT's..... not the ability to mass. I vaguely remember posting this ages ago and was laughed at for being a n00b. But, introducing the ability to gain additional AT's via the market (the trade all 3 MT's option) has 'sped' up the gameplay in that realm immensely. My suggestions:
1) Remove ability to trade 3x MTs for non-transferrable AT's. (OR take away the ability to use non-transferable AT's in perg)
2) Reduce max AT's onhand in perg to 1500 (any AT's currently onhand if it gets implemented get converted to naq on the lext login).
3) Reduce the AT's gained per tick to 2 (or even 1)
This means that:
1) People can still generate enough AT's to be able to mass someone properly.
2) It takes planning and preparation to be able to mass someone
3) Growth is slowed right down due to decrease in AT's available. It will mean that people have to look for that good naq hit, or raid.... (and may even have old players going over there with new accts for the 'glory days' of SGW hehe).
I think you are wrong to exclude lowering the current entry/exit level for perg - it is at a stage where people are building 2-3tril strikes, if that is not 'too powerful' to appreciate a slower style of gameplay then I dont know what is. I'd also like to see it as a hard cap, and not dynamic as it will again allow people to get to a size where they can build huge stats.
IMO:
Max Entry 25mil army
Max Army before booting 32mil.
3) 24hour 'no attack' before being able to enter.
Great idea - but IMO needs to be taken further..... ala Clarkey. No attack, no PPT..... same as going on vac mode "
You need a clear conscience to be able to enter that realm"
You have a chance to change pergatory realm and get it to its original intention, I honestly think that the most important updates would be to (most importantly) reduce the ability to gain AT's and then reduce the army size. That way smaller people can appreciate a slower gameplay and build up in a safer environment.
Spot on mate.
Re: Changes to Pergatory
Posted: Tue Nov 11, 2008 4:24 am
by The Oncoming Storm
When the ability to get ATs on the market while in perg was introduced I also protested that this was wrong for perg, and at that point I was in there. Perg was a different place before you could get 1440 ATs per week on the market. To mass someone was incredibly expensive, and ATs were like gold dust. You also needed 720 to get out of perg which effectively shut down your attacking game for five days.
The best update would be to remove the ability to get ATs on the market. That will drastically slow down the game in perg, negate the need for a four attack daily limit, and drive players out of perg and into main.
Also the caps on perg need to be lowered. And have the entry limit and max army size much closer together. Having a gap of 15m-20m is just too much. Even have them as the same number. Max entry limit is 30m, but the auto-kick is also 30m, thus if you want to go in you should look to be considerably under this number.
Re: Changes to Pergatory
Posted: Tue Nov 11, 2008 8:35 am
by GeneralChaos
If you are in perg and leave, to sell off and then run back, there should be a 1 week turn around time,
Limiting the AT's is a good idea, however it still doesnt stop the issue, of, someone having no strike no MS, train 5mill covert agents and have a 7 or 8 trill def, then knock out 10 huge income planets, and there sitting sweet...
There has to be some way of sorting that, i still think a max time of 5 should be put in place for shifting from main to perg, after than the Galactic Council deems you unworthy of Pergatory
Re: Changes to Pergatory
Posted: Tue Nov 11, 2008 10:24 am
by Sabin le Rose
Also, before I forget.
Raise the AT's needed to leave perg.
Make it five days again. It was never adjusted after we got four turns instead of three.
Re: Changes to Pergatory
Posted: Tue Nov 11, 2008 10:36 am
by David Bliss
I love the new idea

Re: Changes to Pergatory
Posted: Tue Nov 11, 2008 12:26 pm
by urogard
well bit of input, i think gr points should be aquireable in perg, but only for accounts who are unascended.