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Re: changes to ascension

Posted: Tue Sep 18, 2007 2:51 pm
by Corsair
High Empty wrote:
Raven wrote:But the plain gets sabotaged by STI/Reborn/Mojo and HE.....end of story.... :lol:

no not really, instead of sabotaged, it in fact gets them further ahead as they have more resources to produce a bigger better plane, as their companys start helping other americans and brits in the race accross the globe.
But in the end when the arrive back at the good old USSR, they say well we have done that, so now what? Mojo get's his cuban out, and lights it up, Genlucky follow suits, and the Brits take a nice cool ale. And they sit down and look up, and a spark appears on their face, as they shout out, it's a race a race to the Moon, and beyond past the solar system to edge of the univerise. The explorer unleashed beyond any doubt in all 4 of them.


Mean while a little hermit (Admin) turns up and says hey I have these new jet powered engines for the rest of you to travel the world and explore but Mojo, STI and HE already starting their climb to the moon in their new space shuttle cry out and say nay Hermit thats not fair why should they explore the world. Despondent the rest say tis true, there is no point oh great hermit as they try to stop us at every turn we might as well return to our traditions as hunter gatherers and meek out our pointless existence.

Re: changes to ascension

Posted: Tue Sep 18, 2007 7:31 pm
by Sinath
Well Jason. Its nice to get things rolling. Actually getting some compromise between the sides, and lo and behold you are nowhere to be found.

I know ascention is extremely low on your priority list but how about something, anything out of you.

Re: changes to ascension

Posted: Tue Sep 18, 2007 8:40 pm
by High Empty
btw forgot to mention point 7.

power up costs,

they stay the same as before the update, however powerups for levels 0-100. are 1/10 normal price for charisma, production and lifeforce. That's it.

Re: changes to ascension

Posted: Tue Sep 18, 2007 9:18 pm
by Timmy
High Empty wrote:btw forgot to mention point 7.

power up costs,

they stay the same as before the update, however powerups for levels 0-100. are 1/10 normal price for charisma, production and lifeforce. That's it.


that would be good if it wasn't just the first 100.

0-100 in charisma/life and 0-140 in production is 1/10th of the cost.

100-200 in charisma/life and 140-280 in production is 1/8th of cost

200-300 in charisma/life and 280-420 in production is 1/6th of cost

300-400 in charisma/life and 420-560 in production is 1/4th of cost

400-500 in charisma/life and 560-700 in production is 1/2 of cost

500 and 700 the soft caps come in

so at 500 and 700 a players growth is slowed down dramatically with the caps.

Re: changes to ascension

Posted: Tue Sep 18, 2007 10:08 pm
by Mato
current formula is for the most of powerups

3*pow(level,3)+1000 ---> (3*(lvl^3)+1000)

my suggestion:

001-200 .. 1*pow(level,3)+1000
201-400 .. 2*pow(level,3)+1000
401-600 .. 3*pow(level,3)+1000 --> this is the current rate
601-800 .. 10*pow(level,3)+1000
801-1000 ..20*pow(level,3)+1000

....

Re: changes to ascension

Posted: Tue Sep 18, 2007 11:07 pm
by chargin
Mato wrote:current formula is for the most of powerups

3*pow(level,3)+1000 ---> (3*(lvl^3)+1000)

my suggestion:

001-200 .. 1*pow(level,3)+1000
201-400 .. 2*pow(level,3)+1000
401-600 .. 3*pow(level,3)+1000 --> this is the current rate
601-800 .. 10*pow(level,3)+1000
801-1000 ..20*pow(level,3)+1000

....


that sounds alright, but 1001-1200 would then be 40* and then after that 80*? that's only really twice the price as the last range so it isn't as bad as it sounds lol.

I'd like internal conflicts among ur followers to break out after u reach 1billion planets lol. which takes out 1% of ur population per day through small battles among your planets fighting each other for your attention! this can be reduced to 0.5% if u have ascended battled somebody within (ur rank +10)*2 within the last week because your peoples attentions are focused against a common enemy.

Re: changes to ascension

Posted: Tue Sep 18, 2007 11:14 pm
by Mato
actually:

1001-1200 ..30*pow(level,3)+1000
1201-1400 ..100*pow(level,3)+1000

I m proposing a little bigger soft cap every 600 powerups(like 60k fleets ;) )

Re: changes to ascension

Posted: Tue Sep 18, 2007 11:20 pm
by The O-Neill
Life force (reserve/cache) NEEDS to remain the proposed 1:1 ratio. It's fair for big and small.

It forces someone to log on at make sure they are kept with a minimum safety net. It's fair because if it still shifts back in 7 days, not sure if it's 7 days from the time you convert, or 7 days like a market reset, but either way it would allow a time where if someone slipped up, or fell asleep, or couldn't make it on, or just didn't log on, (which is one of the points of the update) then they are 'caught slipping', and they can be more easily thrashed. It creates a strategy where one has to keep track on their target, and log on themselves, yes the big guys should be forced to as well, to be able find when it is the best time to hit their target.

Meanwhile 1:1 ratio means people aren't losing their entire dmu income for converting at an expensive ratio that makes it virtually impossible to use if it is more than 1:1 ratio, and the fact that it resets every 7 days means it's just a dmu sink for people 'trying to catch up'.

Also if certain people don't need to worry about descension because of untouchable backup, certain people never need to convert that, and others will have to put a huge majority of their income into it.

In essence it would be fairer to add alliances to ascension and give one group a 10 percent bonus to their stats then change it from 1:1 ratio to the proposed 50:! or 100:1. Adding an alliance bonus would be a far better update than a non 1:1 ratio, and I don't think anyone would implement a 10 percent bonus to certain factions.

I'm not joking, and I KNOW i'm even understating the impact. Think it through, and you'll come to the same conclusion. Convert 10:1 to lf, then whatever:1, then 7 days later that amount that you are trying to build is taken away. That's just a complete dmu sink, and it's effects would create a severe imbalance in the server, we don't need another thing to imbalance the server. We're having enough trouble trying to get rid of the imbalances that currently exist.

Again having the cache/reserve thingy reset, but at no loss of dmu through a 1:1 conversion rate, will force activity, and create an opportunity for anyone to find a better opportunity to strike, provided they LOG ON and PLAY. That is fair for all. Make people recon their targets, and find the right time.

I personally feel the change in powerup cost is fine, but I understand the argument that might make things a bit unstable, that way I say if implemented and everyone is given 1/2 of what they ascended with for all ascensions, what you receive you can only convert 1/3-1/5 of it at a time, and only once a week.

That way people can get a feel on what people (the majority of the server) are doing, and no one will spend all of their's say on charisma and production, only to be caught off guard and smashed by a guy who spent all the points on attack powerup. Also doing it this way would make it so people would be wary that if they used the advantage for the 1st conversion to nail someone, the person they nailed could use their 2nd conversion to hit back. Thus making things interesting, but not devastating, and allow for self-correcting. People could still put themselves in a bind, but overall it would be much harder. Not to mention it just sounds like there could be a world of potential fun.

Level 100 on things is not high enough, even if that is the way it is to go, which I disagree with. If everyone gets those app points equal to half of what they ascended with, with the increase in what they are worth, it will help the top too. Maybe they get 1-2 charisma levels or something, but those 1-2 levels at where they are is still a huge upgrade in that stat. 2 levels might not sound like a lot, and I'm not aware of how many it would actually buy, but if those 1-2 levels means an extra 50-100k extra planets a day, that's still a huge increase, and one that people have to pay for anyway after this app boost to reach that level...not to mention the gains already consolidated. In other words if someone gets to say 200k-400k planets a day, from 20k, the time to accrue the necessary planets to build an account is still a very long lead time for big accounts, ones that would be boosted themselves by the app give.

Let's look at the differences here. Level 100 charisma will give you 8 planets per fleet per day. Meanwhile charisma 500 will give you 216 planets per fleet per day. So 100 is still far too low considering where people are (and the insane fleets people have at those levels). Do you feel the curve, I sure can picture it in my mind.

Then you compound that with production so that the planets you get, or already have is multiplied by production? At production level 100, thats only 4.0x original dmu creation per planet. Production 500 will give you 36x original dmu creation per planet.

Keeping it the way as it was proposed and coded into the dev server by Forum is fine, as those with insane fleets, multiplied by non priced changed fleets will still take time and effort to work for, meanwhile those ahead continue their exponential growth. People will still need to buy those levels and they won't be cheap even at forum's current cost level reduction when at say level 200 or even 300.

The point is growth needs to be accelerated for active accounts so they may attempt to catch up if they play hard, continue to ascend, etc.

At the VERY LEAST it should be how forum coded it into the dev server until someone is 50 percent of the 500/700 barriers, then maybe have it to normal (how much they currently cost right now), then at the 500/700 limits it increases as proposed.

A level 250 charisma is 42.8 planets per fleet per day. Much better than 8, and still far away from 216, but it does create the type of growth that would get people excited about their accounts again. Again, the head start is there for the top, as everyone that wants to play or ascend again would still need to purchase those upgrades, and need to pay the increased costs as well when they reach those barriers, which will slow them.

So production 100 isn't even close to being enough. Production 250 is 12.5x, which is much better yet still far below 36. Production 350 is 20.25x which is much better than capping the decreased costs at 100 and still far away from level 700 which 64x. Production 699 at current prices, still costs over 1 bill life force. Production 300 still costs 81 million life force, so what people get from ascension, and app gives and what they need to strive for is still a long journey...this is just one stat mind you.

So when looking at it, I don't even see how even doing 1/25th of current costs would in any way jeapordize the top accounts, let alone how Forum originally coded the costs in the dev server a few days back.

What's to stop the top from ascending again? After all the rates just like descension were announced that they could fluctuate. We've all known that there would most likely be an increase in max ascensions, and you know what, there probably will be again sometime down the road in a year or two or three.

Again why should the top accounts be immune from ascending again? Well they basically are, even with this update, but the option is STILL THERE, and there's 10 of them to use (at least). That's plenty of cushion if you ask my opinion.

The other point is the raiding/revolution. Some say caps, some say rankings based on army size, the main point on whatever the solution is, that no account should be able to have huge amounts raided from it, unless they are inactive and not logging on.

So undeveloped planets remaining raidable keeps with that spirit that if you don't log on, you can have those you haven't trained be raided. Raiding resource planets should continue to be impossible, and revolution should be removed.

Very important
If for any reason revolution remains it is just TOO EASY for someone to be 'sat on' (constantly hammered as much as possible) using revolution, especially using teams and thus if people's planets are constantly being removed, and there isn't anything anyone can do about it, that will cause many to not play, and not log on.

So if we are looking for a fix, revolution should be removed. After all, there are plenty of other ways people can destroy an account, taking away someone's trained income en mass just destroys one's desire to play ascension, and raiding inactive accounts of undeveloped planets is enough.

If revolution remains as proposed (not my proposal), and lf conversion rate changed from 1:1 to anything but 1:1, ascension will still be pretty much unplayable, and making ascension playable is what we are try to do, not make it APPEAR playable.

In fact it'll be worse than it is now and more unplayable if revolution remains, and anything but a 1:1 conversion rate.

Why code it, implement it, and then have to do another update? Lets get it right, and make sure that the small accounts aren't easily destroyed, that teaming up to get around rank or maybe even army size limits won't work, and that 90 percent of the server needs to focus on constantly converting at a loss, while the other 10 percent, some of which similar in size never have to convert.

Even with all these updates, people at the top most likely will still completely pull away based on how far ahead their exponential curve has gotten, but at the very least the above updates would make the game interesting, fairer, and more playable.

Again look at the curve for production and how it goes by levels 100 at a time. These are current costs.

Production
100 4x cost for that level (not cumlative) = 3 mill lf
200 9x = 24 mill lf
300 16x = 81 mill lf
400 25x = 192 mill lf
500 36x = 375 mill lf
600 49x = 648 mill lf
700 64x = 1 bill lf
800 81x = 1.5 bill lf
900 100x = 2.187 bill lf
1000 121x = 3 bill lf
1100 144x = 4 bill lf
1200 169x = 5.184

Now look at a faster rising exponential curve with charisma
100 8x = 3 mill lf
200 27x = 24 mil lf
300 64x = 81 mill lf
400 125x = 192 mill lf
500 216x = 375 mill lf
600 343x = 648 mill lf
700 512x = 1 bill lf
800 729x = 1.5 bill lf
900 1000x = 2.187 bill lf
1000 1331x = 3 bill lf
1100 1728x = 4bill lf
1200 2197x = 5.15 bill lf

For people already with hundreds of billions of planets, level 100 is far too low of a catch up mark as you can see. Uber accounts will stilll be uber, nothing in this will change this, not one bit. Anybody on top, will still be kings, and anybody on top should have no reason to quit the game because of this update, why? Because this update doesn't allow in any way for people to really catch up if the top people play ascension, and if they don't that often, it still won't allow people to catch up. What this update will do is create growth, induce excitement, and take out how much damage a bully can do.

I think it's a fair update if it goes like I outline above. I feel Forum was close to hitting the mark, and if people really wanted this update to catch up, they should be asking for much more, not compromising for less. So cut down the middle and do something again like Forum stated with a couple of twists for the reasons I gave above.

Overall though, an update like this would be for the betterment of the server. Lets not backtrack, and lets not have forum implement updates that won't fix the systemic problems ascension currently faces.

We need people who have accounts of all sizes to log on more often, not just force the smaller ones. :)

Thanks for reading, took a long time I'm sure lol

Forum I hope you read my post :) It's 60 pages in of itself :)

Re: changes to ascension

Posted: Wed Sep 19, 2007 1:51 am
by chargin
yeah well everyone knows nobody really has a chance of being top through this update, but it's about trying to decrease the gap in between the strong and the weak.

given that top incomes in ascention are around 500bil, top incomes in main are around 20bil.

A top main player get the equivalent LF per turn of 13,158,675 if they ascend in the best possible way.

A top ascended player gets around 50 million LF per turn from DMU.

This means that the people who have an established ascended account are more powerful then several main accounts combined lol.

PS: we have to make ascension have a diminishing return per charisma/fleet/production rather than an increasing one. even though the costs increase each time, it isn't enough to take into account the way they work off each other. the way it is now pooled resources may actaully be more effective than lots of separate accounts which isn't right!

Re: changes to ascension

Posted: Wed Sep 19, 2007 2:27 am
by TheRook
thats a good read The O-Neill

quick question are the numbers you have given near the end actually millions or should it be billions...

because 3 mill seems low to get to 100 (as I've spent much more than that getting to around charisma 50-55)

TheRook

Re: changes to ascension

Posted: Wed Sep 19, 2007 2:29 am
by Richâ„¢
TheRook wrote:because 3 mill seems low to get to 100 (as I've spent much more than that getting to around charisma 50-55)

TheRook


join the club mate, i'm at 74, and pretty pissed that someone could come along and get 100 from some half arsed first ascention :(

Re: changes to ascension

Posted: Wed Sep 19, 2007 2:36 am
by Nostradamus
chargin wrote:PS: we have to make ascension have a diminishing return per charisma/fleet/production rather than an increasing one. even though the costs increase each time, it isn't enough to take into account the way they work off each other. the way it is now pooled resources may actaully be more effective than lots of separate accounts which isn't right!


Did you played any games so far ??!? How can you say such a thing ?!!?

Explain to me how 10 medium characters in Diablo/WoW/etc are more effective then 1 elite account maxed with lvl and equipment ???? They are dead in a matter of seconds.

Furthermore, stop comparing main and ascended incomes ...... there are 5 people in ascended with that income and the rest way behind ..... maybe 8-10 with over 100 bil / turn .... there are a couple of people at 20-25 bil naq / turn income and over 100 at 10+. It's like comparing top speeds of 2 cars ..... you don't consider other aspects.

If you want to compare incomes go for average ones .... I think 70-80 bil dmu is an accurate average for top 100 people in ascended (thanks mainly to those mega incomes, as 75% of them don't make that much) .... as for main I think something like 12 bil / turn it's enough. Do the math now and you'll see it's a quite different story.

As I said I'm all in favour of the drastic change Mojo proposed ..... soft caps starting at 400 .... those above reimbursed in lf/dmu .... this way the uber accounts will have 60-70% production and CER (after spending what was reimbursed of course) ...... massive increase in lf generation ... it will help smaller players, protect the active ones from descension and add some strategy (it was very nice in the beginning when you had to calculate at what time you had to upgrade in order to be just above 500 lf to maximise the benefit of flow) ...... make charisma,production and max life cheaper until 100-150 (7x for 0-100 and 3x for 100-150) ...... make fleets a bit cheaper too over 60k.

To make the server better we need to close the gap but also make the server more fun to play, like it was in the beginning.

As for keeping the lvl cost like it's on dev server ...... you people haven't red what Mojo said ..... in 2-3 weeks all DD and Omega members will be at max levels ..... I have nothing against that but I don't want to hear people complaining after ;)

@TheRook ... O-Neill just gave the cost for lvl 100/200/etc ..... not cumulative for 0 to 100,0 to 200, etc ... which is pointless imo. I'll post the cumulative ones a bit later.

Re: changes to ascension

Posted: Wed Sep 19, 2007 3:03 am
by Nostradamus
Each production lvl cost 500 more lf then charisma .... we are talking about mil and bil here so you can forget about that.

All cost have been rounded up ..... this are the actual costs, for the dev server ones you can divide them by 15 and you'll get a pretty accurate value.


0 - 100 : 7.37 mil lf
0 - 200 : 118.9 mil lf
0 - 300 : 6 bil lf
0 - 400 : 19.1 bil lf
0 - 500 : 46.7 bil lf

Re: changes to ascension

Posted: Wed Sep 19, 2007 3:13 am
by Raven
over 100 at 10bill+ DMU a turn lol

you have clearly no idea beyond the top 20 the average drops to like 1-4bill a turn and thats only cause 20-30 might have some over that

People in ascended are far ahead cause of a broken server and thats gotta get fixed now....
I dont care if every DD member will be at 60k fleets and so on......you know why.....cause anyone can get better doing ascensions.....as it supposed to be .....not by some broken server growth

Re: changes to ascension

Posted: Wed Sep 19, 2007 3:24 am
by Nostradamus
Read again ... I said over 100 people in main with over 10 bil income.