Page 3 of 17

Re: NEW changes to Ascension (already in beta)

Posted: Thu Sep 20, 2007 8:51 pm
by Forum
turns will start on beta tomorrow if i do it right :)
the level caps at 1000 i am most concerned with are: the 2 def; repulsion; -- those work to a % ... 1000 is high. it used to be you could have 220% bouceback, and only take -150% of the damage (nobody was there yet, but close..) --nonsensical...so they need a limit. i arbitrarily set 50%/50% for damage (to a 75% reduction) and 50% bounceback (at level 1000).
the others i am game to remove limit, as they are 'hard numbers' and not % bonuses....thus the cap.

the DMU<>LF rational is: something has to slow the <2yrs old> exponential growth...if it does not, you will outstrip everyone, more each turn... i dont' mind you being and getting ahead, but the rate of distancing yourself from the rest has to slow at SOME point )this is true of your account, and ALL accounts in general...assuming they never lose their production on stuff) ...suggestions on how its done? sacrifice planets for DMU? plague like main? I picked army size, as this is the indicator of revenue potential..if you potential is THAT high, you could afford to pay more ... was the thinking...

what is in beta is what is being suggested for production.

also -with levels 'cheaper' - but higher levels obtainable to all -the 'cubed cost increase' actually starts to kick in... so the levels 600+ do get very expensive...but if you are teh only (or one of the only) ones in game with income planets and reveneu to pay the silly prices, again it further distances you simply because you alrady have 2yrs of unit production under your belt to rely on... goes against the 'makes it reasonable to compete even if you are low/new/made mistakes' (i did not say guaranteed equal - i said there is a prayer :) ) ---plus, if you keep this 'lead' that only grows each turn, where is the skill and gamemanship in that??

the one aspect i am not sure on the play of is the LF recovery...turns will help determine that...

the more i looked at the logic/code, the more i realized we were just about to hit a real wall where some stats got to the point of 'invincible' ... play wise, and math wise...



Mojo Rising wrote:OK, I cannot respond intelligently to the changes in the server until I actually know what those changes are. Basically, if I understand what you are saying, you are making the levels cheaper, you are putting a hard cap on all levels of 1000 and you are making the DMU - LF conversion rate higher at 2 billion planets. If this is the case, you may as well just reset ascension now and be done with it. I will be the second or third to reach 2 billion planets (long before I reach 1000 in all levels). In the meantime, others with smaller accounts will be able to do massive ascensions and get to the levels more quickly and with greater ease than I can, making my account obsolete within a year. I am very confused. Not sure why the sudden change (yet again causing me to rework my strategy in main).

Jason,

Believe it or not, I really do appreciate the work you are putting into ascension, I really do. But turns are still not running in the development server and until you actually do a "live" update, you will never know how the server will play out.

Also capping LF per turn is a bit unfair to those of us who are above those levels already. But I guess you have to do what you have to do. If you could please post on here EVERY proposed change you are planning to bring over to regular ascension server so we could break it down, point by point, that would be spectacular. Thanks Jason.

Re: NEW changes to Ascension (already in beta)

Posted: Thu Sep 20, 2007 9:07 pm
by GeneralChaos
With the cheap powerup levels in place, a few massive ascensions and your set just sit back and enjoy the growth, but i guess thats what most wanted no challenge so they can catch the "big" guys.

I like the Lifers/AC thing on main, good call admin, aslong as AC dont kill lifers on attack.....

Re: NEW changes to Ascension (already in beta)

Posted: Thu Sep 20, 2007 9:09 pm
by Mojo Rising
Jason,

People are already at close to 100% protection with the damage caps. No one but the folks whose accounts are geared (stupidly now as it appears) for descension are going to invest money in the personal ascended stats as the ones who just ascended for the bonuses are not investing in LF so they benefit from the rank mods and damage caps. I don't see what giving 220% protection is going to do to really change the face of the game that much. Descension is currently impossible; it will still be impossible under the new system. Nothing changes.

You want to stop me growing? How about the ascension to main planets idea I suggested aeons ago? Or, why not a plague in ascension, like in main? I could deal with that. But being punished for being big by increasing costs based on size, when others will reach higher levels before reaching 2 billion planets is utterly ridiculous.

As for the skill and gamesmanship, ummmmm let's see, I PLAYED ascension while others around me were quick ascending to for the bonuses. And despite update after update that you came out with in main to benefit the quick ascenders, I still kept on course playing ascension and slowly ascending and building my ascension account so that, now, when I reach the point that I can wipe my enemies off the face of the earth, oh hey, I rethought ascension and decided that you guys' sacrifices in main were absolutely stupid so I am giving control of the ascension server back to the quick ascenders so now they will have control of both servers.

Re: NEW changes to Ascension (already in beta)

Posted: Thu Sep 20, 2007 9:25 pm
by chargin
ewww on the millions, maybe in options you can change it to that but it shouldn't be millions by default it just doesn't look right.

Is it possible to make it so you can buy multiple power ups at once?

Once again, i must protest the lowering of the APP>LF, i'd prepare you tripled the cost of levels and doubled the APP>LF rate then decreasing the APP>LF rate!!!

Potential "dirty tactic" removal 1: low max/high flow/high channeling
the amount you make from energy flow and channeling should go to cache (not sure if it's like this now) to prevent people from getting a low max and a high flow/channeling so they can't hit you.

Potential "dirty tactic" removal 2: asking friendly players to hit you
you should make it so if somebody attacks you and does less than 1/10 of the max damage you can take, it doesn't count against your "being hit" counter but it counts as 3 of their "attacking" so they can't hit you over and over (they can't hit for 12hrs!!). If your thinking people could gang up on you, they'd need over 20 people to all destroy your account within 12 hrs all hitting at just less than 1/20 of the damage you can take (ie very strong players won't be able to participate, they would need to be bought up to that level of power), and if they can do that, they deserve to descend you lol. EDIT: Alternatively, you could make the damage done determine how long you are protected for, so if u ask somebody to hit you, it only puts you under protection for a short amount of time.

Official definition of hard and soft caps, they are given different meanings sometimes mostly by people who assume they know what it means. If you don't like my definitions, or disagree with them, too bad, from now on they mean this haha.

Hard Cap: something that stops growth dead in its tracks
Soft Cap: something that slows down growth
Strong soft Cap: something that slows down growth a lot
Weak soft cap: something that slows down growth a little

Currently the game should have strong soft caps. :-D

I will test if the new updates for descending each other later. :)

PS: check out the bugs psi mentioned, they need fixing lol, i guess the values are right just the display (what we see) is off.

PPS: mojo, if you say your "i'm so pro" or "i did it right" or "i worked hard for it" again you should get your account reset, not join DD and see if you can make it back again. You won...once, it's like winning a game of monopoly, and everyone else who joins starts with just a few thousand $$ whil you have hotels then declaring you're the best in the world lol.

Re: NEW changes to Ascension (already in beta)

Posted: Thu Sep 20, 2007 9:31 pm
by High Empty
Fleets currently have soft caps

Strong soft Cap: something that slows down growth a lot

as for level 1000 soft caps are fine, and i wasn't thinking of stat wise. :-D

Remove that conversion thing coming at 2Bil planet. strong soft caps will do the work!

since it's only going to take me 30 days to get there!

Re: NEW changes to Ascension (already in beta)

Posted: Thu Sep 20, 2007 9:47 pm
by PSICOLIX
Forum wrote:and i would prefer the first 100 levels did not take you to 50% of the 'max' then each 100 after 50% closer, as first 100 levels are cheap anyway...
[/quote]

lol jason, NOT every1 can aford 100 in each, not sure you did the math, not every1 have 500 Mill planets... i'm in top 20, and can't aford that high.

just a few #, 250 in each will cost 5,5 Bill LF(6,6Mill APP = 145k UP = 20 Trill main Naq, and all that will give you a LAME protection.
Energy Absorbtion Power 250 12.50%
Energy Absorbtion Skill 250 12.50%
Personal Constitution 250 87.50%
total Defence ---------------------- 66.99 taken per 100 Demage
Energy Repulsion Level 250 12.50%



so 20 Trill main naq, just to buy a 33% protection, is that a good # for you?


IF you think double every 100 to easy, try 150, 200 or 250... BUT this way you doing will make a hell for small fishs.

Re: NEW changes to Ascension (already in beta)

Posted: Thu Sep 20, 2007 10:02 pm
by Mojo Rising
With all due respect Chargin,

I don't know what I did to piss on your Wheaties but all you have ever done is pointedly call me out in just about everyone of your posts. Well sir, here I am. Come and get me. Seriously, you all want to stop me from growing then do what you would do in main and attack me. You have the rank mods in place. I am currently ranked second so it isn't going to get much better than that. "But Mojo, we didn't play ascension for the longest time because we were too busy getting the bonuses in main so we could kick the crap out of your prior account." Well the shoe is on the other foot now and many of you don't like it. So you are railing against it much as I railed against it in main so long ago. Hopefully Forum will answer your rails in the same way that he answered mine: by ignoring them.

You guys want it all your way and you aren't willing to sacrifice anything. I got hammered by update after update that benefitted those that quick ascended. I fought through it, didn't receive "hand-outs" from Jason, just worked harder AND SMARTER than most of you (and apparently Jason too). Now all that hard, smart work is going down the drain because Jason feels that my sacrifices weren't worth crap.

Re: NEW changes to Ascension (already in beta)

Posted: Thu Sep 20, 2007 10:19 pm
by chargin
Well I'm sorry but I'm getting a little tired of it, i talk about u in a lot of my posts but most are about your achievements, your success and your account, hardly any are against your actions (i can think of about 2 rounds of posts). Btw mojo, I'm the guy that joined after u've been moving around the monopoly board for years (that's goes for both servers), I missed the original game where u took over unfortunately, which is probably why i don't like you saying you won so much because you won before most people joined. Maybe i'm just a sore loser. :lol:

Re: NEW changes to Ascension (already in beta)

Posted: Thu Sep 20, 2007 10:27 pm
by Mato
Forum:
it would be good if the APP to life force stays 1755, because the lower the rate is the less ppl are willing to ascend.

Re: NEW changes to Ascension (already in beta)

Posted: Thu Sep 20, 2007 11:20 pm
by TheRook
just as something that would be nice perhaps allowing to buy 10 upgrades at once rather than 1 each click then its multiples of 10...

also

Convert Your Life Force (LF)into physical currency
You can convert your own life force directly into the currency of the physical realm. times 1,000 Life Force into 1,000,000 Dark Matter Units
Convert Your turns into physical currency
You can convert your own saved time indirectly into the currency of the physical realm. times Turns into 1,000,000 Dark Matter Units each
Convert Your LF Cache into usable LF for battle. LF Cache into LF - one to one conversion
Convert Your LF Cache into life force reserves (usable in battle, not for purchases). LF Cache into LF Reserves- one to one conversion
Convert physical currency (DMU) into Life Force
Since the currency is energy based, you can convert the currency of the physical realm into Ascended Life Force. The process is not clean, and you note you get less converting one way, than the other... times 10,000,000 Dark Matter Units into 1,000 Ascended Life Force


on the cosmic trade can you show the LF Cache, LF Reserves & LF sowe dont have to use multiple screens to see how much we have to trade and what space we have remaining.

Also the DMU to LF conversion you should put the text to read 10(M) also the numbers for the weapon prices need to change to 0.167(M) and so on

just to make it easier for people to work out with the new "millions"

also I dont know if this is planned but the Introspection page

doesnt show stuff in the million format

Thats all for now no really big bug s just simple visual changes

TheRook

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 12:06 am
by Nostradamus
I have 1 mil APP in the dev server ..... this was given as a bonus to play with or it's a refound from my last ascension ... cause in that case somehting is wrong as I ascended with much more.

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 12:24 am
by Sinath
Everyone got that.

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 12:48 am
by TheRook
Nostradamus wrote:I have 1 mil APP in the dev server ..... this was given as a bonus to play with or it's a refound from my last ascension ... cause in that case somehting is wrong as I ascended with much more.


yea it was originally that people would get nothing but I think its better that everyone gets the same APP

otherwise for you it would be a fantastic free ascension with a much higher amount of APP


TheRook

p.s. I like that figure it gives me a lot to upgrade

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 1:30 am
by Nostradamus
On my last ascension I wasted 10 mil+ units and ten of tril of naq and I was able to buy only 6 extra levels ...

Why would others who ascended with 10% of what I did get the same no ??

Ok, maybe a system to cap a bit this ... not to have people get again a huge ammount of APP .... make something like APP = (last APP)^(2/3)*x with x something around 100.

For those who don't know or are to lazy here are some values (x=100):

50,000 APP will become 135,720 APP
100,000 APP will become 215,443 APP
200,000 APP will become 341,995 APP
500,000 APP will become 629,960 APP
1,000,000 APP will become 1,000,000 APP
2,000,000 APP will become 1,587,401 APP
3,000,000 APP will become 2,080,083 APP
4,000,000 APP will become 2,519,842 APP
5,000,000 APP will become 2,924,017 APP
7,000,000 APP will become 3,659,305 APP
10,000,000 APP will become 4,641,588 APP
15,000,000 APP will become 6,082,202 APP

These will help smaller player who ascended with very few APP .... but not if he ascended with bare minimum get 1 mil APP .... it's too much. On the other hand people who invested huge will get smaller benefits.

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 1:36 am
by Dralan
Might just be me but I can see a potential problem with the planets stated in the millions about now.

How in the world can a small player like me train up all our planets.. When you get less than 10k planets every day its difficult to see how every one will appear on that million scale of yours unless you add more digits to it.

might just be me who finds it weird though..

I really dislike the million scale on all levels..