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Realm Runners

Posted: Thu May 27, 2010 2:10 am
by Sylus
There has been game fixes in the past in relation to stopping players hitting/stealing planets and then jumping to perg to stop retaliation.

However there has been no such thing instituted in perg. And it's on the rise, as a current perg player, it is mildly frustrating to have some player quickly steal a planet or hit for naq, then immediately run and hide in norm.

Is there any reason why this isn't a uniform rule? And could it potentially be put in place?

Re: Realm Runners

Posted: Thu May 27, 2010 5:15 am
by Sarevok
If they take a planet, you have 12 hours, no matter what, to take it back. They can't Merlin or move defence platforms, and PPT won't affect it for 12 hours also.

I don't think it's an issue. People do it with PPT all the time, hit people for Naq, then hide on PPT, even worse, is when they mass and do it.

Re: Realm Runners

Posted: Thu May 27, 2010 5:18 am
by renegadze
Also normally when a player from perg comes to main and steals a planet, it is quite often the person they took the planet from is too big to chase them back to perg

The other way round does not have the same problem. If they steal and run......Chase them :smt047

Re: Realm Runners

Posted: Thu May 27, 2010 8:20 pm
by Sylus
Sarevok wrote:If they take a planet, you have 12 hours, no matter what, to take it back. They can't Merlin or move defence platforms, and PPT won't affect it for 12 hours also.

I don't think it's an issue. People do it with PPT all the time, hit people for Naq, then hide on PPT, even worse, is when they mass and do it.


Norm has instituted all these provisions to stop realm jumping to get away, Players can't PPT within 24 hours of jumping back to perg, can't attack within 24 hours before jumping back to perg, etc etc (and it's about to be extended via updates) yet you're arguing it shouldn't be uniform and isn't an issue? By doing so you argue that it is then a legitimate game tactic to hit for naq/planets then jump realms, and then contradict the updates put in place prohibiting it in norm.

The idea of AS is already an issue, as the entry level is lower than the boot, it also raises the issue of not being able to get back into perg, not to mention the simple act of attacking in norm will delay you.

This is a game exploit, and recently there has been a spade of sniper accounts doing hit and runs. It would be purely hypocritical to actually say it shouldn't be fixed. If it is deemed a legitimate tactic, then the restriction from jumping from norm to perg should be lifted immediately. And have norm have to sacrifice their accounts to pursue runners, as you're demanding perg players do the same.

It can't be one and not both.

Re: Realm Runners

Posted: Thu May 27, 2010 8:28 pm
by Sarevok
Correct me if I'm wrong, but doesn't it already cost like 2 days worth of turn production?

Re: Realm Runners

Posted: Thu May 27, 2010 8:35 pm
by Sylus
That's another aspect.

At current it costs 720 generic ATs to jump from perg to norm. That's 5 days of natural production (there is of course no market in perg to buy ATs)

So if you're an active player, someone can take your naq/planet, jump to norm, and you can't follow them because you have to accumilate the generic turns to give chase, and still have enough ATs to get whatever it is back.

Re: Realm Runners

Posted: Thu May 27, 2010 9:24 pm
by Sarevok
You can still take the planet back, even if they are in another realm. The 12 hour window allows this.

Also, when that 12 hours DOES run out, there is no difference between being in another realm, and being for example on PPT, or using a merlin after the 12 hours, or even moving platforms on it (in perg especially), so that the 4 attacks you CAN make, al fail, and you loose the planet

Re: Realm Runners

Posted: Thu May 27, 2010 9:39 pm
by Sylus
So you're arguing it's a legitimate tactic and not a game exploit.

Well then you'd have no problem with arguing to remove the realm shift restrictrion from going from norm to perg then. And as such I would move that is reverted to how it was prior to any restriction with your support Sarevok.

Re: Realm Runners

Posted: Thu May 27, 2010 9:48 pm
by Sarevok
A few key differences your over looking.

1) There is NO difference between change realms and: PPTing, merlining, adding platforms. They all only take affect 12 hours after the planet is taken.
2) The restrictions are there, because people whom are 400m army size, shouldn't have to sell off 85% of their army JUST to be able to peruse someone.
3) Planets are shy on 100x easier to defend in perg, than main. Main you can hit the same planet by the same person, 100s of times. This alloes an alliance to build up 1 MS, and mass a planet for taking. Perg, EVERYONE must meet the minimum fleet requirements to damage the planet. And easy person can only attack them 4 times/day.

Re: Realm Runners

Posted: Thu May 27, 2010 10:16 pm
by Sylus
1) You're still saying that it is a legitimate game tactic to hit for naq, to mass someone, to steal a planet, then jump to norm, with the only protection put in place for the perg player is the 12 hour window to take back a planet, yet everything else is fair game? Then I still move to have all restrictions removed from realm shift from norm to perg with your support.


2) You're arguing a 400 mil army size player needs better protection than someone with 30 mil army? Regardless of the fact that perg has no market whatsoever, and those turns that he's accumilated to give chase has taken 5 days, and the AS he has to potentially lose just to re-enter if he is above entry level is justified? That perg player has no way of increasing that army size other than raiding and natural once they return to perg, the norm player has full market access, if someone simply holds his units then he is able to return back to size.

Or perhaps you're saying it's simply the hassel of a norm player having to go through all this? But the reverse is not also true?


3) I don't really get why you would introduce planet defendability here. In fact that perg player is only able to use those 60 turns from perg to get the planet back. So if that planet is lost, and not taken back within 60, it's justified that he has no way of getting it back? Wouldn't this stand that this is even more reason to introduce the restriction from fleeing perg if you have attacked within 24 hours, much as what was introduced to norm.

I do not understand how you can not draw parallels to the need for a restriction. It either holds true for one, and thus both, or it does not hold true for either and the norm restrictions need to be removed.

Re: Realm Runners

Posted: Thu May 27, 2010 10:31 pm
by Sarevok
1) Wait, your saying the restrictions are bad, because if you follow them to main, you can't get back without waiting? Is this your point?

2) No, I'm arguing that, it is far and away much harder, for someone whom is large, to squeeze into main, then it is for someone from perg, to have the turns to get back to main.

3) Sure they can only use 60 to get it back, but considering the opponent had to use 60 to take it in the first place, and if it was defended, is no easy task. I bought it up, cause i thought this was the issue. People taking planets, and going to main

Re: Realm Runners

Posted: Thu May 27, 2010 10:35 pm
by Tekki
Sylus is saying that the snipering tactics that were in main when someone stole a planet and ran to purg or did something else are showing up in purg now.

People do something in purg then run out and beause of the way purg works it is not always possible for the player to follow immediately - due to attack turn requirements etc etc.

Thus what he is arguing is that the realm requirements and restrictions to go from main to purg should be the same from purg to main.

Re: Realm Runners

Posted: Thu May 27, 2010 10:37 pm
by Rottenking
i know its neither here nor their...but a per player CAN get 1080(approx) at's from the market for 3 mt's

or force them selfs out of perg with mercs, if their army is big enough to escape the attack turn requirement

Re: Realm Runners

Posted: Thu May 27, 2010 10:49 pm
by Sarevok
Which of course is provided that you haven't already done it that week.

Though i'm not sure about the Merc thing

Re: Realm Runners

Posted: Thu May 27, 2010 10:54 pm
by Sylus
Ok, after some testing on the Beta server, it's more exploitable than I thought.

A player is able to take a planet in perg, and go to norm. The perg player cannot use a single AT to take it back across realms. So arguing that it's the equivalent to PPT or merlins is nulled. It is an instant escape from having the planet taken off you.

@ Sarevok
1) Yes I'm saying that on one hand a player is able to flee perg after massing, stealing naq, and planet theft, and for the perg player to pursue them, they have to waste 720 natural ATs (can't use Market generate) to give chase. Whether it be planets or naq, the realm seperates entirely. So it's a massive game exploit, especially with sniper accounts, and norm recognised this and fixed it, and as Tekki said, I'm simply saying it needs to be made uniform.

2) I was simply arguing that AS should be irrelevant in realm shift, if it is deemed an exploit, it is an exploit on both sides.

3) As I've just tested on the beta, you can't make a single attack cross realm, regardless of the 12 hour window, meaning you HAVE to give chase.

@ Rottenking

You cannot use MT aquired ATs in perg to realm shift, it has to be naturally generated ATs, which is 5 days worth. Considering there is no other way to acquire them in perg, it's still a massive exploit.

And the merc thing does work, but it relies on you being within range, and not already carrying max mercs.