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Posted: Sat Dec 02, 2006 8:58 am
by Munchy
Wolf359 wrote:
Munchy wrote:
Wolf359 wrote:
....
What really annoys me though is that quite a few of you jump up and say "no, rubbish idea" , yet apart from 1 or 2, none of you propose anything better - and ANYTHING is better than what we have currently.


I apologize Wolf, I was under the impression that you were looking for discussion relating directly to this topic, I didn't know that you were looking for other, alternative ideas to the problem.

On that note, I would like to clarify the problem, and ask if my interpretation is correct.
-You believe that the unlimited amounts of turns in the game has rid the game of all stragedy by allowing for unlimited massing runs.
-By eliminating market produced turns players will not be able to be so 'mass happy', and the price of at's would rise, thus encouraging small players to sell them.
_______
My counterpoint:
-By eliminating market produced turns there is little chance that any new player will be able to catch up. As it is now by raiding their lives away they can.
_________
I tried to make both sides as simple as possible.


Now you want an idea/compromise?
How about a new resource? Currently we have naq, uu's, turns, and arguably covert turns(though they can't be traded, they do generate).

Why not have destruction turns?
They would be essentially the same as attack turns, but their sole use would be destruction(rather obvious). Unlike attack turns they would not generate on the market, and if you wanted(though I am sure this will be argued), they could not be traded.

Now if this was to be done then some changes would have to be implemented into the current way battles and causalty/weapon damage is calculated. Destruction attacks would not serve to give the attacker/masser any resources, but they would do just what their name says. They would kill defense units, motherships, spies, and damage weapons.

Now if this was done attack turns would have to be tweaked. In my opinion it would be fine to leave it as it is on the attackers end of things...meaning they would still loose the same amount of units/do the same damage to their weapons as it is currently, but the damage to the defender would either: a.Not happen at all(even under successful attacks for naq/uu) or b. Be extremely minimal(on something like fraction of 10 of what it is now).

Under the second senario attack turns could still be used to mass, but the losses on the attacker would be extremely high in comparison to the defender, and it would take many more attack turns than it does now.

Using the first senario attack turns would do no damage do the defender, and thus only 'destruction turns' could be used for massing purposes.

Downside this idea:
-Right now people who currently do not watch their account closely are quickly crushed by the occasional farmer...with this idea they would probably take very little damage, and thus they might care less about being extremely active.
-Means more stat builders, because it is doubtful that people would waste their limited destruction turns on people who just sit there.
-More complicated.
-Might mean less wars and more statbuilding, but no more than if the market produced at's were to disappear. So some might actually count this as less random massings, and thus a good thing.

Upside:
-Less random massings
-People can still raid all they want, and thus grow depending on how active they are.
-Promotes the tactical use of destruction turns, and one person probably wouldn't be able to mass an entire alliance.
-Because destuction turns wouldn't be market produced, all players would have a fair share of them. If they are tradeable then small players could probably make a good amount of naq selling them.


Remember, you asked for an idea :-D


I've read it now (at last)! From what I gather you are proposing to have:

Attack Turns (AT): which will continue to be used for raid/gathering naq - but will cause no or minimal damage damage to the defender.

and,

Destruction Turns (DT): which would only be generated by players and used solely for destroying units/weapons etc, but will give the attacker no resource reward for the attack.

While I like the idea of having 2 separate types of attack turns for two different objectives - I don't think it goes far enough (yet) to address the exisiting problem - which is that AT are too readily available so that in combination with raid, they serve to let the bigger accounts grow exponentially, whilst simultaneously removing the skill/strtagey from the game.

Don't get me wrong - I like this idea - and it could work - it just isn't there yet, and I don't think it will be unless AT are limited in some way. Without limiting AT the round the clock raiding and removal of skill/strategy from the game still exists.


Thanks for the response :)

But I ask you this: With this system in place, what is the problem with having some players with more power than others? It would be like the current system except that the bigger players would not have a reason to bother the small ones.

Yes, they would grow faster than the smaller guy(assuming the smaller guy puts in equal or less effort), but why would that matter? They wouldn't be able to use that power like they can now, which is the main problem currently in the game.

With this system, the players who want to build their accounts could do so.. and the ones who didn't want to put in the 'monotonous time' wouldn't be forced to. They wouldn't be able to compete against the bigger players in a war, but that is their choice, and they don't have to do it. In a war the bigger players would be forced to focus on the opposing sides bigger players, and vice versa...leaving the small guys to fight the small guys(assuming it is a balanced war...which happends rarely now).

Anyway Wolf, that is why I called it a compromise. It takes away the massive war power that big players have, yet still leaves attack turns unlimited for farm&growth purposes. As you can see by the poll, which is now 35 yes, 45 no; you can't completely going one way without angering half the community.

Posted: Sat Dec 02, 2006 9:57 am
by Bazsy
ouch. Dude u really should think on cutting down the number of quotes... in each other...

Posted: Sat Dec 02, 2006 10:13 am
by Munchy
Bazsy wrote:ouch. Dude u really should think on cutting down the number of quotes... in each other...


I deleted some, but it is difficult without taking away some of the various points :-D

Posted: Sat Dec 02, 2006 2:16 pm
by Dannis
A limit per day as hells suggested is best imo.

Posted: Sat Dec 02, 2006 2:56 pm
by Wolf359
Munchy wrote:Thanks for the response :)

But I ask you this: With this system in place, what is the problem with having some players with more power than others? It would be like the current system except that the bigger players would not have a reason to bother the small ones.

Yes, they would grow faster than the smaller guy(assuming the smaller guy puts in equal or less effort), but why would that matter? They wouldn't be able to use that power like they can now, which is the main problem currently in the game.

With this system, the players who want to build their accounts could do so.. and the ones who didn't want to put in the 'monotonous time' wouldn't be forced to. They wouldn't be able to compete against the bigger players in a war, but that is their choice, and they don't have to do it. In a war the bigger players would be forced to focus on the opposing sides bigger players, and vice versa...leaving the small guys to fight the small guys(assuming it is a balanced war...which happends rarely now).

Anyway Wolf, that is why I called it a compromise. It takes away the massive war power that big players have, yet still leaves attack turns unlimited for farm&growth purposes. As you can see by the poll, which is now 35 yes, 45 no; you can't completely going one way without angering half the community.


Well - I like to take it to an extreme and come back to reach a compromise. :-D

And I must admit - now that I have read it again and taken it in a bit more (it's been a hard week in real life as well as in-game!!! :? ) - I do see your angle. I'm convinced - nearly. :-D

Posted: Mon Dec 04, 2006 12:43 am
by Sleipnir
high empty wrote:Well Bassy has it mostly correct however the key point here would be that omega would already be at full attack turns. And anyone that logged in once or twice a day may find that they started with 20mill out in the morning and in the afternoon only had 300k.


Like I said, I thought out some ways to put a limit on mass losses. And even though Omega would be able to buy as many turns as they like, they could only spend a set amount per week. After that, they would be unable to mass anyone. If they were to keep that up, soon enough the rest of the field would find out that Omega had run out of turns, and the tables would be turned.

You see, Omega is one sign of the problem. A single person or a group should not be able to gather so much strenght that they become invincible. If that's possible, the game is flawed.

Posted: Sun Dec 17, 2006 7:51 am
by Jimmy Kay
let me state the following : NO . NO .NO ...and ya ...NO

why ? because AT means action turns , if you forgot :-D ...
MORE ATs , MORE raiding ,MORE farming, MORE massing = MOOOORE ACTION ....& if the server can handle it ..I want it :wink: ...& if this is to intense for you , just retire & start plaing one of those MMORPGs through email - I heard is quite exciting - one turn a week :lol:

Posted: Sun Dec 17, 2006 12:51 pm
by Wolf359
jimmy kay wrote:let me state the following : NO . NO .NO ...and ya ...NO

why ? because AT means action turns , if you forgot :-D ...
MORE ATs , MORE raiding ,MORE farming, MORE massing = MOOOORE ACTION ....& if the server can handle it ..I want it :wink: ...& if this is to intense for you , just retire & start plaing one of those MMORPGs through email - I heard is quite exciting - one turn a week :lol:


More AT means more Action Turns? And winner of the obvious statement of the year award goes to........

You are right, more AT does mean more raiding, more farming, more massing - but that does not necessarilly make for a better game - it does however make for a game that has little or no strategy or tactical thought.

But hey, if you like a game that you could train a monkey to play, then fine, crack on and stick with things as they are (however, a monkey is quite an intelligent creature and so would soon find the game boring and go back to picking his nose and eating bugs off his mates). Some of us like a challenging game - not just a game that dulls your mind with monotonos routine. At least others who do not agree with the suggestion have attempted to come up with other solutions.

Posted: Sun Dec 17, 2006 1:40 pm
by Bazsy
Hmm actualy i have my thought now:

I started with Q only, so i remember that Q is the fast server for those who have plenty of time, there u have to login almost every turn to avoid farmin.

Now main ment to be a slower server when u log in a few times a day, when u have time... but with all of the ATs it became a hyper speed server. where can sit down and raid like 500k in 1-2hours if u have time. U also can mass some ppls after it and AC them... later i can sab some ppls for fun... And at the end i can buy even more ATs to leave 10k for the evening raid....
What can one achieve with 2-3 logins a day? Nothings... But that server doestn ment to be quick like this... that is why is quantum introduced... as it says faster gameplay....:) So why do we need an even faster main?

Just wondering....

Posted: Sun Dec 17, 2006 3:52 pm
by Raven
Raiding from scratch is possible even from 1 army size on.......if i would start over i would have 10 mill in 2 weeks if i really wanted.
Removing the turns now will only makeit harder for smaller players and newbs to catch up at all.
The players who need them will get them anyway.

Something should be done to the imbalance the game has these days i agree on that im not sure what exactly is causing it but its there :P

Making the turns dissapear wont solve it im sure of that

Posted: Sun Dec 17, 2006 9:38 pm
by Jimmy Kay
if you want more strategy & tactic ask the implementattion of massive battles : let's say like when you attack a player you not only have to fight his army , but also any reimforcsments he gets from his alliance, his co & his officers - or better still - let's add a mapp of the gallaxy & time delay to a strike (till your army gets back )- that will prevent everibody attacking everyboby in an instant - except if the planet has a gate & then I would like to see your monkey do the math :lol:

..& Raven you're right ...the huge availabillitty of ATs is the only thing that allowes new monkeys evolve to the point of having a shot against the already evolved humans/old players :wink:

remove the ATs & freeze the server & freeze the ranks - who is on top remains on top - who is at the bottom - stays at the bottom - & only then the server will be exctinct as there will be no one willing to join it anymore ( would you join a server that doesn't give you any shot of being nb one ..don't think so )

Posted: Mon Dec 18, 2006 6:02 am
by Wirewraith
Wolf359 wrote:You are right, more AT does mean more raiding, more farming, more massing - but that does not necessarilly make for a better game - it does however make for a game that has little or no strategy or tactical thought.

But hey, if you like a game that you could train a monkey to play, then fine, crack on and stick with things as they are (however, a monkey is quite an intelligent creature and so would soon find the game boring and go back to picking his nose and eating bugs off his mates). Some of us like a challenging game - not just a game that dulls your mind with monotonos routine. At least others who do not agree with the suggestion have attempted to come up with other solutions.


Perhaps instead of making it exceedingly hard for newbs to raid and thus advance, you should introduce another system for people to advance. Right now, raiding is used to gain uu. Uu means a better army size and more power. Lack of turns means very little raiding, which means lower army sizes for newbs. So essentially, you'd be getting rid of raiding for anyone without the resources to buy turns. Now, this would be fine if there was anything other then UP to get uu from, but there isn't. Unless of course you're suggesting that newbs sell their turns for naq and buy uu with said naq. Which is actually a slower and more costly way of gaining uu then raiding anyway, and raiding is boring/slow enough.

So, perhaps a better way would be to get rid of turn availability, and then introduce another way to gain uu that doesn't imbalance the game like the current raiding system (or at least, imbalance the game like you say raiding does). Oh and it should be more fun then raiding, as you said yourself, raiding is monotonous enough.

I don't propose an alternative simply because I have no current ideas. Mabye I'll think of one, but for now I think the creation of ideas should be down to you, it is your job, after all.

Posted: Mon Dec 18, 2006 6:27 am
by Sleipnir
Wirewraith wrote:I don't propose an alternative simply because I have no current ideas. Mabye I'll think of one, but for now I think the creation of ideas should be down to you, it is your job, after all.


I think you misunderstood. We, the moderators, are not the game creators. We just keep an eye on this forum. The updates are made by admin/Forum. We just put out suggestions here because we care about this game, wish to see it improve and make it more enjoyable.

As for your points, I have to agree on some of them. But I think turns should be limited the hard way, like I proposed. Noone should be able to spend more than a given amount of turns per week. That said, turns should still be buyable, just not unlimited. People who have a lot of time should be able to buy more than the standard amount. People with little time should have the option to sell, and still make a reasonable profit. If the market contains only turns produced by players, the price will reflect the true value of turns. Then only someone who knows how to make profit off turns will be able to do so. Those with lousy target selection should be better off selling their turns. At the same time there should be a system where being big has its costs as well as its benefits. The biggest stand more to lose, but currently this is only reflected in their defense, mothership, and possibly covert. Their economy however can't be stopped, meaning they can quickly rebuild those. The game should automatically slow down the biggest players by making them more attractive targets and hurting them as they are attacked.

Posted: Mon Dec 18, 2006 6:39 am
by Wirewraith
Sleipnir wrote:
Wirewraith wrote:I don't propose an alternative simply because I have no current ideas. Mabye I'll think of one, but for now I think the creation of ideas should be down to you, it is your job, after all.


I think you misunderstood. We, the moderators, are not the game creators. We just keep an eye on this forum. The updates are made by admin/Forum. We just put out suggestions here because we care about this game, wish to see it improve and make it more enjoyable.


Well, it was a very general 'you'. Although yes, I probably should've noted on the distinction between mods and game creators. Meh.

Posted: Wed Jan 24, 2007 5:52 am
by Sleipnir
Since my posting in an old, seemingly unrelated thread was confusing people, I'll post it here again, in a relevant thread.

A long time ago, a certain update introduced an exploit which allowed people to get infinite amounts of naq, by just putting in some extra time. Eventually this even lead to a changing of the rules which said you can't exploit bugs, more or less. Here's the link to that thread.

http://herebegames.com/StarGateWars/vie ... php?t=2793

Now my concern is, the market provides a situation very similar to that bug. It allows the creation of infinite naq if you put in enough time. Even worse, it also allows the creation of infinite units now, at least up to the plague cap. So how come back then the community rose up and condemned the bug exploiters, yet this enormous bug called the market is allowed to ruin the game freely?

Constraints were put into place to limit the use of the market, giving everyone 3 turns a week. Yet when people massively broke those constraints and exploited the loophole in the system, nothing was done. Now we've got people at 50M, 100M UU. Artificial ways of stemming the problem have been introduced, yet the original problem was never even addressed. Seems the entire community has turned into a bunch of bug exploiters. What's even worse, game updates were introduced to make it even more safe for people to exploit this bug.

So, in compliance with rule 6, I'm hereby reporting a bug/exploit. I have known of it for quite a while, yet I have never abused it. I'm sorry I have not officially reported it in this way before. Please fix this bug. I think it's safe to say it will be impossible to find and punish all who have abused this bug, so forget about that. But it has to stop sometime.