Page 7 of 14

Re: SGW is dying....

Posted: Mon Oct 29, 2007 6:36 pm
by Lord_Zeus
Although the community is bad... and it is the community as a wholes fault, there are certain updates that have contributed to it being so bad imo... the limitless turns allows alliances to mass at will, this creates a lot of badwill against them imo... theres a few other ones, planets cause just as much trouble as they're worth...

Tactical Commander you said that the raid farms wouldn't come enough with less ats, I think they might, however there would definately be a gap between when the update was in place and when they actually did, what if we had a period after limitless turns are removed where everyone receives 2x up for perhaps a week? The active people would simply use it, the innactives would have it left out to raid and it would probably be enough to prop it up to the level needed to maintain current raid growths. (For the average player, not the player who spends 2 hours a day clicking.) Would this sort of solution be possible?

As an observation... there seems to be many less people opposed to limiting ats then there were a few months ago. :-)

Re: SGW is dying....

Posted: Mon Oct 29, 2007 7:17 pm
by High Empty
Lol that's cause all the ones oppose are gone.

ME i'm oppose to limited turns. PERIOD WOLF

However, i'm very willing to remove artifical turns. So in effect limited, since turns will shoot up around 250-500% in price in a very short time, ( note that ontop of the 50% price increase i for see due to the caps being raised).

So we limit turns, and gets the turns CAPs back to 100k, Since at one point it was unlimited.

LOL maybe we do alittle Q, and have the USS give a % of your UP in turns. Theres a money maker.

Ok back on point,
The KEY ISSUE IS THIS

SOMETHING NEW IS NEEDED, not a fix, but something new, everyone complains about planets, but damn, they still are something to spend naq on, Well i'm looking for something else, i mean sure getting level 34 sounds great, but well it's just a waste at the moment. No what i want, is for someone to come up with something new.

From, the all new brain unit, where you kill off 1mil lifers, and you can convert their power into a 1% bonus in, attack defence, something.

To the completely new spacestation systems that's massively boosts production on planets, after certain parts are reseach, however since this is a Per CAP adata issue, the more UP you have the more costly the upgrade. Or you have the blackhole generater, that allows you to invert your stats, while it's on. Making your strike your defence, and you defence your strike, your AC your covert and your covert your AC, on the downsides you can use this on yourself or anyone else LOL! Making it that much more important that you keep all your stats well and even.

Re: SGW is dying....

Posted: Mon Oct 29, 2007 10:19 pm
by Envy
well jep,

I aint gonna say the game is slipping tho, but euhmm the smaller dont grow for several reasons.

1. lack of recources , market prices ingame/community markets.
2. getting slaughtered each time they open their mouthn
3. updates tottaly un-needed like the raising of the cap witch DOESN'T help the smaller.

maybe a second market for the smaller ones with prices less.
and a market for bigger with the price sky high.

maybe then things would change a bit in the favor for the small.

besides I think raising the cap was the worse idea ever being proposed ... people can stat-build again lmao whats defence is next 4 trill if it isn't higher :lol:

Re: SGW is dying....

Posted: Tue Oct 30, 2007 1:51 am
by TIF
Remove the market, and then do a game reset.

Re: SGW is dying....

Posted: Tue Oct 30, 2007 2:06 am
by repli**cator
i agree with wolf359's views and won't add to this view.

i haven't played this game actively in the past so i can't talk about how it was old school wiht no market. (i did see raid and planets being introduced)
right now, it's true wars are decided by how much turns you can buy (i've just been in one that has confirmed this)
growth is being able to spend a lot of time doing buy turns, raid, repeat.

i like the old SGW and the new one too.
so, depending on which i like more at some times, i just switch realm.
main realm if i wanna trade and all.
perg if i wanna have some restricted fun but still it's good fun.

the pergatory update has been the best for me since planets, i can choose what game style i wanna be in.
they both have advantages and disadvantages.

Re: SGW is dying....

Posted: Tue Oct 30, 2007 8:34 am
by law7441
Wolf359 wrote:When will people realise it is not high caps or empires that have 'ruined' the game.

Firstly, you can never, ever introduce something that will stop empires - so why even bother discussing it?

Second - caps is not the problem - a certain number of updates were, specifically:

1 - Making UU unkillable
2 - Raid
3 - The Market - or more specifically the artificially produced bottomless pit of AT.

Now these things on their own are not the cause - but put 2 or all of them together and we can easily see how we have arrived at the situation we have today.

The ONLY way to rectify the situation, in my opinion is to remove artificially produced AT from the in-game market and the only AT in the game should be that produced by the players. And, possibly, make UU/miners killable again. This would make AT a truly valuable commodity (which it should be) and force players to think about how to use them, and consider the consequences of how they use them - at the moment limitless AT are taken for granted - and that is the root cause of the state of the game - whether you like it or not.

Raid itself is good - but coupled with the limitless AT and unkillable UU has destroyed the game, by making it no longer a game, but simply who is willing to raid the most.

However, too many people who have invested too much real money in the game - or make too much real money from the game - will always complain about this. BUT, it is the ONLY way to rectify the situation - other 'updates' - i.e. caps etc, have been introduced to try and rectify th efolly of these previous updates - and I think we all know that the rectifications have failed.

Will it ever happen - I doubt it - for the reason above, and also that too many people like things the way they are in the game - EASY!



well I played these game for when it was only 7months old and uu was never killable, unless at the beginning it was, personally I quit if miners or uu was killable, because large alliance would have even more power than ever before and all the time people put in will be destroy with few hours or days, as for raiding and market I agree with you there. and not even update is bad, it just you don't want to work on something else, MS and anti-covert are pretty good updates.

Re: SGW is dying....

Posted: Tue Oct 30, 2007 9:20 am
by Am Heh
One solution to make wars winnable would be to make each time you train a miner to make it a lifer. This would stop people from putting large stores of UU into miners.

Also this would make them either keep their UU out or put it into areas that can be massed. This would increase the power of massing because if you get massed its gonna take awhile to rebuild since you cant pull them from miners now since all the other trained units can be targeted in one way or another.

Re: SGW is dying....

Posted: Tue Oct 30, 2007 9:41 am
by [KMA]Avenger
Seker wrote:One solution to make wars winnable would be to make each time you train a miner to make it a lifer. This would stop people from putting large stores of UU into miners.

Also this would make them either keep their UU out


that option is not viable since attacks are limitless people will just destroy your def to get to the UU. so really your only left with just 1 option...this 1...

Seker wrote:or put it into areas that can be massed


i don't see that option working at all coz there are just to many moany gits on these boards.

the only viable solution is to remove limitless attacks from the game and to get rid of the send turns feature of SS....

but because we have the 2 week old newbie complaining how its just so unfair he will never catch anyone who has over 100 mil army in less than a month and those that have the need to wage unwinnable wars i doubt we will get whats needed!

Re: SGW is dying....

Posted: Tue Oct 30, 2007 9:47 am
by Am Heh
Well thats the only way your going to have make wars winnable. By making people put more trained units to be massed. The problem today has been caused by people storing units incase they get massed. Limiting Turns wont causes this to stop. What you need to do is limit the number of guys people can keep safe and able to retrain after conflict is over.

Do this and people wont be caring about the cap anymore because they wont have enough guys left once a war breaks out.

Re: SGW is dying....

Posted: Tue Oct 30, 2007 11:29 am
by Cole
TacticalCommander wrote:I agree with Brdavs analysis that the games has to change or it will die anyway.

Another thing that is killing this game though, is the fact that people started complaining about how small players can't catch up or they don't benefit right away from any update.

2 yrs ago, the admin implemented Motherships. They cost 450mil naq, at the time, that was A LOT of naq, but you know what, most people didn't care. Everyone was just over joyed with the fact they could get a MS and the fact you could individually name your own personal MS was just Gold. And for next months or so, Mother ships were a chief way for players to recruit new officers by promising them a MS. Sure there were maybe a few complainers, but nobody care about them.

If the admin tried to implement that today, 90% of all he would get would be people complaining about how they couldn't afford it, or the big player builds a better one...blah blah blah.

Even I have fallen victim to this mentality a little, where good updates for the game, are shot down because they benefit big players more.

Well guess what, EVERYTHING BENEFITS BIG PLAYERS MORE....
Big players can build bigger UPS,
Big players can build higher strikes, defenses, coverts, etc
Bigger players could do bigger ascensions
Even the CAPS tend to benefit all but the largest players in some way.

Whats next? We removing parts of the game piece by piece because they benefit bigger players more?

Do you think twice about whether to spend the naq to train a few hundred Super Soldiers? I remember the times when I would. Back when 89,000 naq for a soldier was expensive, and training a bunch was not taken likely, especially at the risk of them being massed. Unless you were a very big player, you thought about those things. Now, small, big, you probably don't think more beyond, do I want the stat increase, or do I want these as miners, and probably doing so in quantities of 10k's, not mere hundreds.

Chief point here is, just because it mostly benefits big players now, it maybe in common use by even the smallest of players eventually. Look at technologies, nobody even thinks about the cost to buy those anymore...unless you built your UP really high and then decided you wanted merc techs...

Having updates that make the game more fun, is more important than "does it only benefit big players?" I'm all for updates that do help small a little more than big, but just because it only benefits big players is no reason to shoot down a good idea. Besides, as shown with MotherShips, if something is too far out of reach at first for small players, big players will start using them to recruit officers, or as rewards to loyal officers.

TC

Agreed!

Well let's talk about everything mentionned:

killable uu - very bad idea (teaming up on a player and boom his/her account is nothing, not to mention he could have spent cash)
limited ATs - I don't really know if it's good
no planets - very bad idea (I play Quantum wave 11 so any thing related to "old skool" is experienced each day by me so I KNOW FULLY what I say!)
high empty's idea - if the goal is to have less than 1k active players left, then do it (most will not want a reset, I'm included in it)
cap at 100mil - why the hell did it went above??
PPTs poking - very very bad idea, PPTs are one of pillars of the game!


Tok`ra wrote:Chris, isnt the far better option to simply make a second main server that does not reset, thus allowing those who wish to continue in the old main, and the rest to play in a new server ?


Killable UUs is a poor idea, it will be abused, at least now you can recover from a massing/war if you built your account intellegently.

ATs SHOULD be limited, amd a new cap on AT extablished.

3x48x7= 1008 AT a week.

Now, raise it to 6 ATs a turn, and thats 2016 AT a week, HOWEVER if the new ATcap is made to be 2016 (or just 2000 for simplicities sake) that means that while you can spend 2k AT a week, it takes an entire week to get that many.

It thus forces people to think a LOT More before using their AT, becasue they are VERY limited (just like in assencion), which will force people to consider wars more carefully.

Agreed for second main server every changes wanted for main for "reviving" will be applied here ONLY, main will NOT be modified!

MEZZANINE wrote:I agree that limiting AT use is a very bad idea........but we should get a lot more ATs on the Marketplace and less in the Blackmarket, current rates are clearly for making money not gameplay.

I'd like to see,

1 ) Increase AT production from 3 to 5 per turn

2 ) Increase MT's from 3 to 5 per week

3 ) Increase number of Merlin days and ATs you can buy per trade

4 ) Auto-vacation mode for all accounts inactive for 1 month and auto-deletion of accounts inactive for 3 months

5 ) Ability for MS & fleets to defend planets ( Why not since they can attack them )

6 ) MS fleets either more effective in massing or not launched in massing

7 ) No defense limiting Naq / UP production to stop farm wars and 'No Def' warfare.

8 ) More uses for G&R points ( Possible trade option ) to make rank worth competing and fighting for.

9 ) Possible auto-repair option to set by choice so MS will repair from funds in your bank after each attack / defense

10 ) A new variety of weapons with the current best weapons as the weakest and several more powerful and more expensive new weapons.

:D

1) no
2) depends
3) yes but conditions must be met
4) NONONONONONONONONONONONO & NO
5) hmmm must be developped
6) not sure of what thinking bout it
7) limit being 10% reduction and NOT HIGHER
8) why not
9) good
10) nice!

Re: SGW is dying....

Posted: Tue Oct 30, 2007 11:39 am
by Bahamut
the only real solution to this is game reset

but not 0 reset


reset in means of geting all existing accounts to 50 mil army removing raid for atleast 6 months removing AT from market limiting holding limit of AT to 1000

now comes part i said so as did [SGC_ReplicÅtors] we even came with good idea for balancing power ( some EXTRASMART mod locked topic without explanation) but majority laughed

Re: SGW is dying....

Posted: Tue Oct 30, 2007 1:55 pm
by Legendary Apophis
[AK]Avenger wrote:i say we let "Stargate Wars" die and the game be renamed to...

"Stargate Who Can Raid The Most Army So They Can Catch upto The Big Guys Coz Its Not Fair That i Started Playing This Game 2 Weeks Ago And i Don't Have 100 Mill Army yet Wars" (end sarcasm)

i know its a bit of a mouthful but thats what some people seem to be asking for by advocating raiding and limitless attack. so, the name of the game needs to change to better reflect what type of game this is!

lmao at name of game... :D

TIF wrote:Remove the market, and then do a game reset.

and then try to convince half of active players (considering like 35-40k accounts are unactive for long/short/medium period of time, and maybe like 2k of them are multis[??] not yet discovered) to not leave the game :) including me :-D

[AK]Avenger wrote:
Seker wrote:One solution to make wars winnable would be to make each time you train a miner to make it a lifer. This would stop people from putting large stores of UU into miners.

Also this would make them either keep their UU out


that option is not viable since attacks are limitless people will just destroy your def to get to the UU. so really your only left with just 1 option...this 1...

Seker wrote:or put it into areas that can be massed


i don't see that option working at all coz there are just to many moany gits on these boards.

the only viable solution is to remove limitless attacks from the game and to get rid of the send turns feature of SS....

but because we have the 2 week old newbie complaining how its just so unfair he will never catch anyone who has over 100 mil army in less than a month and those that have the need to wage unwinnable wars i doubt we will get whats needed!

Yep including me the 2 years old "moany git" who doesn't want to loose all his work done simply because a handfull piece of players want to reset the game or mass it because they don't like how it ended...And I don't complain about not getting up to 100mil in a month but that doesn't make me in the side of "let's do another major update that will screw the game like never and who will cause one quarter applauding two quaters moaning and rest quitting for ever"..

Re: SGW is dying....

Posted: Tue Oct 30, 2007 2:51 pm
by Wolf359
High Empty wrote:Lol that's cause all the ones oppose are gone.

ME i'm oppose to limited turns. PERIOD WOLF

However, i'm very willing to remove artifical turns. So in effect limited, since turns will shoot up around 250-500% in price in a very short time, ( note that ontop of the 50% price increase i for see due to the caps being raised).

So we limit turns, and gets the turns CAPs back to 100k, Since at one point it was unlimited.

LOL maybe we do alittle Q, and have the USS give a % of your UP in turns. Theres a money maker.

Ok back on point,
The KEY ISSUE IS THIS

SOMETHING NEW IS NEEDED, not a fix, but something new, everyone complains about planets, but damn, they still are something to spend naq on, Well i'm looking for something else, i mean sure getting level 34 sounds great, but well it's just a waste at the moment. No what i want, is for someone to come up with something new.

From, the all new brain unit, where you kill off 1mil lifers, and you can convert their power into a 1% bonus in, attack defence, something.

To the completely new spacestation systems that's massively boosts production on planets, after certain parts are reseach, however since this is a Per CAP adata issue, the more UP you have the more costly the upgrade. Or you have the blackhole generater, that allows you to invert your stats, while it's on. Making your strike your defence, and you defence your strike, your AC your covert and your covert your AC, on the downsides you can use this on yourself or anyone else LOL! Making it that much more important that you keep all your stats well and even.


First of all this bit:

ME i'm oppose to limited turns. PERIOD WOLF

However, i'm very willing to remove artifical turns. So in effect limited, since turns will shoot up around 250-500% in price in a very short time, ( note that ontop of the 50% price increase i for see due to the caps being raised).


Why the bit in capitals when you go on to say that you're willing to remove artificial turns in the next sentence? - that's exactly what I've been campaigning for! I'm not sure what you're trying to say. :?

As for size of army caps - pesonally I think if the right changes are made, you can do away with caps all together.

I pretty much agree with your post - I don't understand the complaints about planets so much - and perhaps something new is needed, but creating something new only takes the attention away from the real problem for a short time - seen it all before. :?

Re: SGW is dying....

Posted: Tue Oct 30, 2007 3:02 pm
by Wolf359
law7441 wrote:well I played these game for when it was only 7months old and uu was never killable, unless at the beginning it was, personally I quit if miners or uu was killable, because large alliance would have even more power than ever before and all the time people put in will be destroy with few hours or days, as for raiding and market I agree with you there. and not even update is bad, it just you don't want to work on something else, MS and anti-covert are pretty good updates.


I played since the game was 2 weeks old - and trust me - uu used to be killable!

And why does everyone persistently insist on viewing all the points separately?? A large alliance would not have even more power than before if uu was killable, because at the same time we would remove artificially produced AT - therefore any player and/or alliance would have to carefully consider how to use their AT because they will be a scarce resource - and because uu are now killable, the consequences of any player/alliance massing someone else would be more severe once retaliation comes in.

Apophis wrote:killable uu - very bad idea (teaming up on a player and boom his/her account is nothing, not to mention he could have spent cash)


Again - read the above! You are considering it in isolation! But the fact that UU are killable, and limiting AT would make people more carefully consider massing someone because the consequences of retaliation are greater. And frankly, the fact that someone spends cash to improve their game account means absolutely nothing - this is a free to play game remember - any cash in the form of SS/PPT is a DONATION. Anything spent to buy UU from other players is simply stupid - and just proves these people have money to burn! AND - when UU were killable, people could still get UU through SS/Infusion Bonuses - but never complained because they knew it was a DONATION and their own risk.

Like I said previously - all the complaints against this are for wholly selfish reasons.

Re: SGW is dying....

Posted: Wed Oct 31, 2007 1:06 am
by Thelen
Apophis ™ wrote:killable uu - very bad idea (teaming up on a player and boom his/her account is nothing, not to mention he could have spent cash)


You just hit the most important thing that will fix the game. The reason the game gets unbalanced, is players can just keep growing.. and growing.. and GROWING.. AND GROWING.... If you have methods by which its easier to kill off a huge part of players army, then the game won't grow infinitely. To make it fair, and also strategic, only non-lifers can be killed. This means it could actually be a strategy to train your UU to lifer, so they are safe. Sure, if will mean you cannot then train as military, but that is the price you pay to keep them safe :)

At the moment, attack turns aren't really attack turns. They are raid/farm turns. For every 1 turn used to actually mass/attack someone, besides farming/raiding, there are 10000 used for raiding and farming. This is why a cap and removal from market would fix alot of problems, because ATs will be infintitely more valuable, because players will either be able to grow, or make war, but not both.

Oh, and if players know that their money isn't safe, less will spend money, keeping prices high. Except this could be changed, for those that want to spend money, they can buy ATs. This will help support Jason, as well as give those who want to spend money, some chance for an advantage.

So, to summarise:
- Make all non-lifers killable
- Make AT cap 2k
- Remove AT from market
- Remind people they can buy stuff through the game (AT mainly)