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Re: June 29th Updates (big / many...)

Posted: Wed Jun 23, 2010 10:42 pm
by solmyr
yeah sorry didnt take into account spying. tbh it probably makes it better for them, although the 1 at method can be much quicker

Re: June 29th Updates (big / many...)

Posted: Wed Jun 23, 2010 10:47 pm
by EbilCC
do people think that there are too much update info and updates at once for people to adjust to ?

2nd if alliances decide not to go in houses like little empires/single alliances know wont go far what bonus is there for them in game?

Re: June 29th Updates (big / many...)

Posted: Wed Jun 23, 2010 10:49 pm
by Rottenking
Jason... wrote:
Forum wrote:???? what, who, where, why, when????
Jason... wrote:You require a confirmation code from your cell number...which is probs limited

I tried it on beta and I am not sure if its only in my country but it requires confirmation via a code sent by message to your cell number.

I'm assumin you are talking about the naq for surveys?

Re: June 29th Updates (big / many...)

Posted: Wed Jun 23, 2010 10:52 pm
by [BoT] Jason
Rottenking wrote:
Jason... wrote:
Forum wrote:???? what, who, where, why, when????
Jason... wrote:You require a confirmation code from your cell number...which is probs limited

I tried it on beta and I am not sure if its only in my country but it requires confirmation via a code sent by message to your cell number.

I'm assumin you are talking about the naq for surveys?
Yes.

Re: June 29th Updates (big / many...)

Posted: Wed Jun 23, 2010 10:55 pm
by Robe
Sarevok wrote:But Robe, you are only able to acquire 7 planets/week. Whereas you'd need at least 6, if not 9, for it to be effective.

Not true. Your forgot about the 1MT that now provides 5 merlins.

MT PPT 4 days
MT Merlin 1 -2 days (alernates fortnightly)
Planet popping 2-1 days (see above)

A player can easily take enough disposable planets in a 14 day cycle to have permanent protection during war and peace.

Re: June 29th Updates (big / many...)

Posted: Thu Jun 24, 2010 12:25 am
by BenjaminMS
Uhm... Robe... you forgot that the 'spread power among the planet'-loophole is now gone... so effectively, people will need better planets if they want to keep the same advantage.

@ Defense... might be a bit hard, but don't complain... with the planets still floating around, you might just find out you'd still be able to mass cheap. ROFLMAO at Wepweat, wth were you thinking man?
@ Planets... it certainly gets harder to mass-steal planets now... Question though.... can you still not get multiple planets back? If so, the max planet stealing compensates a bit for it...
@ Nox... *shrugs* Ah well... fair enough, no more Nox-infected wars :D

Overall I like the update Admin Jason... nice job :razz:

Re: June 29th Updates (big / many...)

Posted: Thu Jun 24, 2010 2:26 am
by Easy^
Considering there is a lone wolf addition, shouldn't there be a lone alliance addition aswell?

I mean i see little or no point in being in a house with 5 alliances, because that automatically means i cannot farm them or my alliance mates, meanwhile it benefits the big empires that will take the house and are napped between eachother anyway.

Ridicolous

Re: June 29th Updates (big / many...)

Posted: Thu Jun 24, 2010 2:29 am
by Rottenking
Easy^ wrote:Considering there is a lone wolf addition, shouldn't there be a lone alliance addition aswell?

I mean i see little or no point in being in a house with 5 alliances, because that automatically means i cannot farm them or my alliance mates, meanwhile it benefits the big empires that will take the house and are napped between eachother anyway.

Ridicolous


if you don't want to join a house because you can't farm those in the house, don't join
Jason has already stated their won't be bonuses for those alliences who don't want to join a house.

Re: June 29th Updates (big / many...)

Posted: Thu Jun 24, 2010 2:36 am
by Wepwaet
BenjaminMS wrote:@ Defense... might be a bit hard, but don't complain... with the planets still floating around, you might just find out you'd still be able to mass cheap. ROFLMAO at Wepweat, wth were you thinking man?




Bored, turns to burn, UU to burn, too lazy to build a bigger strike... yeah that about covers it :lol:

Re: June 29th Updates (big / many...)

Posted: Thu Jun 24, 2010 4:47 am
by MaxSterling
Forum wrote:if having one pancake was a good idea, how can having 100 be bad???

seriously - the defcon is used by some. the idea of def being worthwhile to keep around exists independent of defcon/nox.
so both it is.
MaxSterling wrote:I actually only wanted the realm alert to affect the weapon degrading... not both. Both is definitely overkill on that. If you're at a higher realm alert, then your defenders are more prepared for war.

Okay... I understand we're trying to make it "more costly" to mass a defense. You've already increased the minimum ATs from 1 to 3. You've now made weapons last 3X longer and added a realm alert adjustment. Add to the fact someone may be online could really turn people off from even attacking each other at all... house or no house.

In my opinion, take away the 1/3 weapon decay. If people want their weapons to last longer, then they should adjust their realm alert and produce less income. If you want to keep your naq out in the open behind a big defense, then it should come at a price. I think realm alert is used much more by active players than you think.

I think one defense enhancement should be implemented instead of two... first see if this is a step in the right direction and if it is, then make the necessary adjustments. No need to eat your 100 pancakes now, save some for later.

Sarevok wrote:
Forum wrote:now - a lot of enhancements have been put on def -- so -- defcon is nerfed a bit (70% max to 50% max; 7sec delay to 5sec delay; 3 turns to activate to 10 turns; lose nox if attack too much(currently 240at / 24hr) but can re-get it if wanted.)
Can we change this to against an individual or allaince?
Reason i ask is this allow 20 attacks of 12AT/hit, before your Nox is removed. Yet you can simple be farming your farm list, and have Nox disappeared on you.

I agree. Farming should not count towards this auto nox removal. This could effect those that grow by farming and not buying resources if they keep getting their ass handed to them with no nox protection widening the gap between $ and non-$ players.
Perhaps implement something along the lines of...
... if X # of ATs are used against one person within 24 hours, War declaration is automatic against that person. This will result in people most likely limiting their ATs used against a war opponent and increase the need for teamwork to keep someone down. Not many people at war with each other cherish the though of a war declaration on a strong opponent.

Re: June 29th Updates (big / many...)

Posted: Thu Jun 24, 2010 5:47 am
by BenjaminMS
MaxSterling wrote:
Forum wrote:if having one pancake was a good idea, how can having 100 be bad???

seriously - the defcon is used by some. the idea of def being worthwhile to keep around exists independent of defcon/nox.
so both it is.
MaxSterling wrote:I actually only wanted the realm alert to affect the weapon degrading... not both. Both is definitely overkill on that. If you're at a higher realm alert, then your defenders are more prepared for war.

Okay... I understand we're trying to make it "more costly" to mass a defense. You've already increased the minimum ATs from 1 to 3. You've now made weapons last 3X longer and added a realm alert adjustment. Add to the fact someone may be online could really turn people off from even attacking each other at all... house or no house.

In my opinion, take away the 1/3 weapon decay. If people want their weapons to last longer, then they should adjust their realm alert and produce less income. If you want to keep your naq out in the open behind a big defense, then it should come at a price. I think realm alert is used much more by active players than you think.

I think one defense enhancement should be implemented instead of two... first see if this is a step in the right direction and if it is, then make the necessary adjustments. No need to eat your 100 pancakes now, save some for later.


](*,) Realm alert is used a lot, yes.... but er.... if you notice the amount of players who don't mind to MASS away a def just to get to the naq... or mass just because to mass the def... sorry, but with the ME hunters still around I think it'd better to make massing harder instead of keeping it the plain old broken way :/

MaxSterling wrote:
Sarevok wrote:
Forum wrote:now - a lot of enhancements have been put on def -- so -- defcon is nerfed a bit (70% max to 50% max; 7sec delay to 5sec delay; 3 turns to activate to 10 turns; lose nox if attack too much(currently 240at / 24hr) but can re-get it if wanted.)
Can we change this to against an individual or allaince?
Reason i ask is this allow 20 attacks of 12AT/hit, before your Nox is removed. Yet you can simple be farming your farm list, and have Nox disappeared on you.

I agree. Farming should not count towards this auto nox removal. This could effect those that grow by farming and not buying resources if they keep getting their ass handed to them with no nox protection widening the gap between $ and non-$ players.
Perhaps implement something along the lines of...
... if X # of ATs are used against one person within 24 hours, War declaration is automatic against that person. This will result in people most likely limiting their ATs used against a war opponent and increase the need for teamwork to keep someone down. Not many people at war with each other cherish the though of a war declaration on a strong opponent.


As for farming, that's an ROFLMAO. You just should take more note of who you farm then and how often... makes no sense to me why the Nox would agree to look another way just because there are hostile acts on multiple persons instead of one big hostile act on one person. Sorry, but I just have to agree with Jason's line of thought here... it's no use to keep farming out, since both farming and massing are in essence hostile acts - or would you want to try to ignore the history of the starting of wars, especially by those of the 'bigger' alliances?

Re: June 29th Updates (big / many...)

Posted: Thu Jun 24, 2010 6:09 am
by MaxSterling
BenjaminMS wrote: ](*,) Realm alert is used a lot, yes.... but er.... if you notice the amount of players who don't mind to MASS away a def just to get to the naq... or mass just because to mass the def... sorry, but with the ME hunters still around I think it'd better to make massing harder instead of keeping it the plain old broken way :/

Jason made the adjustments to ME. Killing attackers gives more ME than killing defenders. ME chasing is somewhat pointless now. If you add increased weapon maintenance based on realm alert level, how is that the plain old broken way?
Defense weapon damage is adjusted by defcon rate - ranging from a 10 to 50% further reduction in weapon damage rates.

That means if the defender is on critical, his weapons will last twice as long. I think that's sufficient to start off with on a larger scale. If you're on crit, then you're prepared for war and will maintain your weapons better. If you're not on any realm alert, then you're not maintaining your weapons and your weapons should degrade faster.

BenjaminMS wrote:As for farming, that's an ROFLMAO. You just should take more note of who you farm then and how often... makes no sense to me why the Nox would agree to look another way just because there are hostile acts on multiple persons instead of one big hostile act on one person. Sorry, but I just have to agree with Jason's line of thought here... it's no use to keep farming out, since both farming and massing are in essence hostile acts - or would you want to try to ignore the history of the starting of wars, especially by those of the 'bigger' alliances?

Point taken, but remember nox can be reset. A war declaration is a 24 hour commitment minimum.

Re: June 29th Updates (big / many...)

Posted: Thu Jun 24, 2010 6:14 am
by minisaiyan
I agree with Max's point on farming, though I see the idea of all hostile acts taking effect.

On the side of it being multiple acts on one person, it means you could be massed unaware while thinking your safe a lot quicker while farming. Yes, many will say it takes an idiot not to notice, but it's possible.

On the other side,, if you are willing to take the risk and you are trying to make quick profit, it should be possible for someone to take you out as a tactic.

Either way, it will change the way many people play, and we can only find out by experience whether this is going to be good or bad.

Re: June 29th Updates (big / many...)

Posted: Thu Jun 24, 2010 6:34 am
by Sarevok
CCTheCapedCrusaderâ„¢ wrote:2nd if alliances decide not to go in houses like little empires/single alliances know wont go far what bonus is there for them in game?
You forget the "not so aggressive" alliances. There are alliances that just build there members, and those that just fight for honour. I'm pretty sure houses controlled by these people, won't mind small alliances joining them for a little help

[spoiler]
MaxSterling wrote:
Forum wrote:if having one pancake was a good idea, how can having 100 be bad???

seriously - the defcon is used by some. the idea of def being worthwhile to keep around exists independent of defcon/nox.
so both it is.
MaxSterling wrote:I actually only wanted the realm alert to affect the weapon degrading... not both. Both is definitely overkill on that. If you're at a higher realm alert, then your defenders are more prepared for war.

Okay... I understand we're trying to make it "more costly" to mass a defense. You've already increased the minimum ATs from 1 to 3. You've now made weapons last 3X longer and added a realm alert adjustment. Add to the fact someone may be online could really turn people off from even attacking each other at all... house or no house.

In my opinion, take away the 1/3 weapon decay. If people want their weapons to last longer, then they should adjust their realm alert and produce less income. If you want to keep your naq out in the open behind a big defense, then it should come at a price. I think realm alert is used much more by active players than you think.

I think one defense enhancement should be implemented instead of two... first see if this is a step in the right direction and if it is, then make the necessary adjustments. No need to eat your 100 pancakes now, save some for later.
[/spoiler]I agree (again?). This maybe a little over kill. Make it based on realm alert for now, and if it's still easy, then we can add some extra delay to weapon degradation.

[spoiler]
MaxSterling wrote:
Sarevok wrote:
Forum wrote:now - a lot of enhancements have been put on def -- so -- defcon is nerfed a bit (70% max to 50% max; 7sec delay to 5sec delay; 3 turns to activate to 10 turns; lose nox if attack too much(currently 240at / 24hr) but can re-get it if wanted.)
Can we change this to against an individual or allaince?
Reason i ask is this allow 20 attacks of 12AT/hit, before your Nox is removed. Yet you can simple be farming your farm list, and have Nox disappeared on you.

I agree. Farming should not count towards this auto nox removal. This could effect those that grow by farming and not buying resources if they keep getting their ass handed to them with no nox protection widening the gap between $ and non-$ players.
Perhaps implement something along the lines of...
... if X # of ATs are used against one person within 24 hours, War declaration is automatic against that person. This will result in people most likely limiting their ATs used against a war opponent and increase the need for teamwork to keep someone down. Not many people at war with each other cherish the though of a war declaration on a strong opponent.
[/spoiler]Again agree. If you just have auto-war set when someone hits you more then say 60AT/day, then war is set. This neutralises Nox, without them not protecting you against everyone.

[spoiler]
BenjaminMS wrote:As for farming, that's an ROFLMAO. You just should take more note of who you farm then and how often... makes no sense to me why the Nox would agree to look another way just because there are hostile acts on multiple persons instead of one big hostile act on one person. Sorry, but I just have to agree with Jason's line of thought here... it's no use to keep farming out, since both farming and massing are in essence hostile acts - or would you want to try to ignore the history of the starting of wars, especially by those of the 'bigger' alliances?

Point taken, but remember nox can be reset. A war declaration is a 24 hour commitment minimum.[/quote][/spoiler]And hence, if war is automatically set, the Nox aren't protecting you against them anyway.

Re: June 29th Updates (big / many...)

Posted: Thu Jun 24, 2010 6:44 am
by GeneralChaos
Planets

* A minimum time between losing planets has been setup. It is a 24hour delay in getting a new planet (not new) and now an 8 hour delay between losing planets. So you can lose a max of 3 planets per day.


I was thinking about this today, unless i missed something,

So you can still only take 1 planet per 24 hours, but you can lose 3 a day, so if someone steals a planet no one can remove another one for 8 hours,

So if i have someone steal a bad planet, and i take 1 from someone else, are they able to retake it from me, cause technically that would be 2 in under 8 hours?????

This also will stop alliances planet stripping someones account during wars.

Just need that clarified.

****

Can i also have the following clarified

NOX

It now auto removes at 240 attack turns, no warning given, can you reset it and put it back on, or does it auto remove for 24 hours?? Can it be taken off to mass someone then put back on, so they cannot mass you back??

Can it be made that if you use 240 attack turns in any 24 hours, NOX is removed, if you are not on NOX you cannot activate it for 24 hours....