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Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 9:22 am
by Massacre
Changelist

-Ascensions
Base Stats @ 1 Ascension 105% attack 51% Ascended Blessing upon ascension
1-6 = 5% increase stats each and 1% increased Ascended Blessing
7-23 = 1% increase stats and 1% per 5 ascensions ( i think )
Unknown = 146% stats and 60% Ascended Blessing (Not sure possible)

Changes

Base Stats @ 1 Ascension 105% attack 60% Ascended Blessing
1-6 = 5% increase stats each and 1% decreased Ascended Blessing
7-23 = 1.5% increase stats and 1.5% decrease ascended blessing per 5 ascensions
Unknown = 154% stats and 49% Ascended Blessing

Reason: It would give new players a slight bonus, however the stats would be more significant for the higher players, but it gives people a choice of what level they want to get to, etc. Can be adjusted but these rates seem decent with no REAL impact on gameplay but more versatility, new players will get a higher chance of AB to somewhat level the playing field. Take into consideration the term " Ascended Blessing", being so far into your ascensions and maxed out, there is hardly a need for the ascended to bless you. however the lower ascensions need help from the gods, in turn they get a larger ascended bonus to cope with life. LOL


-Turn Production
Current 4 Turns per turn change is too low for normal use, this should definitely be bumped up, I would make it 10 turns per turn change, reduce the maximum amount of generic turns generated naturally to 2,500. Turn generation does not stop at 2,500 it will stop at 7,500 however any turns that are generated after that 2,500 are considered personal and cannot be traded. Maximum general turns held or traded will be 20,000 (increased from 10k)

Turn Production = 10 general per turn. Total General turns = < 2500 = generate general turns; else Turn production = 10 personal Turn production IF total turns = <7,500 else Turn Production = 0 per turn.



-Military Experience
Current Attack Super Soldiers Killed (300)
Defence Super Soldiers Killed (100)


Changes

These should be changed most definitely.
Attack Super Soldiers Killed (250)
Defence Super Soldiers Killed (400)

-Military Experience Exchange Shop
Experimental but would like to see this implemented. A new tab called Military Armory, each item can be purchased just like the regular armory, however the only currency used is Military Experience. Additionaly each military quality item would be 10% more powerful (and 15% more repair cost) than the original item. The goal would be to be able to get a 100T defense / strike with approximately 100 billion Military Experience. These items can be sold at the fraction of the prices and ratios seen in the regular armory. These items do not count towards ascension points. Once you purchase them, the points are deducted from the "ME Bank". The total amount of the ME and the ratings will remain the same. However, the "ME Bank" (not implemented yet) will register the new kills into a usable currency. The total ME will remain the same and will go up like usual (the rankings dont reset or go down), however any new ME will also register on ME logs + be usable for purchases.

I would recommend only making the highest tier grade weapons for this, no need to make tons of stuff that would never be used.
Approximate pricing would be about:
(Names can be changed)

Military Ion Cannons Weapon Cost: 500 Military Experience Weapon Strength: 6,336
Military Grid Cannons Weapon Cost: 510 Military Experience Weapon Strength: 6,325

-Glory And Honor Exchange Shop
Experimental but would like to see this implemented. GnR use would be able to purchase naq at a proximately 5T Naq/8m uu/3k AT per 1k GnR. This allows players to be able to use the GnR to their advantage, gives people reason to try to fight for the top 1-10 spots, which I would also increase to 25 GnR per turn if this is implemented. 2-5 Should be about 20 and 5-10 should be 15. Why so high? Because being number 1 you will most likely be massed, to keep you from being massed, you need to enable nox which means no GnR and a deduction as well. Also reduce the next tier (Ranks 11-125ish i think) to 3 GnR per turn.

-Nox update
Nox should not be blocking EVERY attack, it should be changed to block dependent on what the realm alert rating is. If realm alert is at the max 75% blockage with 25% chance of NOT getting the benefits of nox per hit, each realm alert teir down will be 10% less chance. This has the potential to be abused, so coding this would be important. The way it would work, hit someone on nox like normal, follow up hit would have 25% chance to NOT be stopped by nox but go through and hit completely like normal, and the followup to that would also have 25%. If it hit nox, the attacker would be barred from attacking (like how it is now) for 3 seconds (Reduced Time).

If nox = 1 then continue;

Nox Protection = Attack = protected
Success_Rate = 100

if realm_alert = 5 set "Nox protection" = 5
else if realm_alert = 4 set "Nox protection_4" = 4
else if realm_alert = 3 set "Nox protection_3" = 3
else if realm_alert = 2 set "Nox protection_2" = 2
else if realm_alert = 1 set "Nox Protection_1" = 1
endl;
If nox Protection = 5 Attack_chance = 75%
else if nox protection = 4 then Attack_chance = 65%
else if nox protection = 3 then Attack_chance = 55%
else if nox protection = 2 then Attack_chance = 45%
else if nox protection = 1 then Attack_chance = 35%
endl;

If attack = protected
then Success_Rate - "Attack_Chance" = fail
then wait 3 seconds from last successful attack
else if Success_Rate = "Attack_Chance" = success = attack

-Nox Cost update
Cost of changing nox setting should be a 8 hour ban on getting any GnR. So if you take off nox, or put it back on either of those 2 will cause you to not generate GnR for 8 hours.

-Raiding
Amount of units raided in a raid attack should be increased 25-35% this would allow for much more uu to be on the market for those that know how to raid well, and would allow them to hit lower uu farms for the same amount of units.

-Supporter Status Membership
$5 a month: 15% increase turn generation, 15% increased base unit production (not total just RAW), and 15% increased total naq generation.

-Raid Master Membership
$5 a month: Amount of units raided in a raid attack will be FURTHER increased by 15% for 1 month

2012* This list is not complete, it is partial and can be updated as need be. This list is created to generate more active players, inspire different tactics, increase gameplay get people motivated to play the game. :) Cheers.

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 9:25 am
by Massacre
btw im not a coder LOL

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 9:36 am
by Juliette
Why not add a "Win game" button while you are at it? ;)

But there are a few great updates listed there. :)

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 10:50 am
by Massacre
Good idea :D I like that, "Win Game" Button transfers u to the realm of the "winners" to engage in bloody combat where everyones unit production is 100 million...per turn :D

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 2:17 pm
by Kikaz
I lol'd.

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 3:33 pm
by Sol
Massacre wrote:
-Turn Production
Current 4 Turns per turn change is too low for normal use, this should definitely be bumped up, I would make it 10 turns per turn change, reduce the maximum amount of generic turns generated naturally to 2,500. Turn generation does not stop at 2,500 it will stop at 7,500 however any turns that are generated after that 2,500 are considered personal and cannot be traded. Maximum general turns held or traded will be 20,000 (increased from 10k)

Turn Production = 10 general per turn. Total General turns = < 2500 = generate general turns; else Turn production = 10 personal Turn production IF total turns = <7,500 else Turn Production = 0 per turn.

Interesting, but there is still an overflow of turns available, and many ways to get them, perhaps if income/up was increased instead it would provide better farming/raiding and the actual possibility to catch up

-Military Experience
Current Attack Super Soldiers Killed (300)
Defence Super Soldiers Killed (100)


Changes

These should be changed most definitely.
Attack Super Soldiers Killed (250)
Defence Super Soldiers Killed (400)

-Military Experience Exchange Shop
Experimental but would like to see this implemented. A new tab called Military Armory, each item can be purchased just like the regular armory, however the only currency used is Military Experience. Additionaly each military quality item would be 10% more powerful (and 15% more repair cost) than the original item. The goal would be to be able to get a 100T defense / strike with approximately 100 billion Military Experience. These items can be sold at the fraction of the prices and ratios seen in the regular armory. These items do not count towards ascension points. Once you purchase them, the points are deducted from the "ME Bank". The total amount of the ME and the ratings will remain the same. However, the "ME Bank" (not implemented yet) will register the new kills into a usable currency. The total ME will remain the same and will go up like usual (the rankings dont reset or go down), however any new ME will also register on ME logs + be usable for purchases.

I would recommend only making the highest tier grade weapons for this, no need to make tons of stuff that would never be used.
Approximate pricing would be about:
(Names can be changed)

Military Ion Cannons Weapon Cost: 500 Military Experience Weapon Strength: 6,336
Military Grid Cannons Weapon Cost: 510 Military Experience Weapon Strength: 6,325

I have this massive hunch people will abuse the hell out of this, or overkill when it's not needed to gain ME, that and it will be skewed towards people who ended up somehow getting massive amounts of UU and such and destroying them, or killing with them.

-Glory And Honor Exchange Shop
Experimental but would like to see this implemented. GnR use would be able to purchase naq at a proximately 5T Naq/8m uu/3k AT per 1k GnR. This allows players to be able to use the GnR to their advantage, gives people reason to try to fight for the top 1-10 spots, which I would also increase to 25 GnR per turn if this is implemented. 2-5 Should be about 20 and 5-10 should be 15. Why so high? Because being number 1 you will most likely be massed, to keep you from being massed, you need to enable nox which means no GnR and a deduction as well. Also reduce the next tier (Ranks 11-125ish i think) to 3 GnR per turn.

The core problem with the GnR was quite few people have massive stores of it, some with none and some with ludicrous amounts, a few years ago I had over 72k. Basically the stronger get stronger, especially since you want to trade for direct resources.

-Raiding
Amount of units raided in a raid attack should be increased 25-35% this would allow for much more uu to be on the market for those that know how to raid well, and would allow them to hit lower uu farms for the same amount of units.

See the turn production increase comment

-Supporter Status Membership
$5 a month: 15% increase turn generation, 15% increased base unit production (not total just RAW), and 15% increased total naq generation.

-Raid Master Membership
$5 a month: Amount of units raided in a raid attack will be FURTHER increased by 15% for 1 month

Not exactly going to benefit the community (at least f2p), but still some interesting ideas


Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 3:58 pm
by Massacre
Sol wrote:
Massacre wrote:
-Turn Production
Current 4 Turns per turn change is too low for normal use, this should definitely be bumped up, I would make it 10 turns per turn change, reduce the maximum amount of generic turns generated naturally to 2,500. Turn generation does not stop at 2,500 it will stop at 7,500 however any turns that are generated after that 2,500 are considered personal and cannot be traded. Maximum general turns held or traded will be 20,000 (increased from 10k)

Turn Production = 10 general per turn. Total General turns = < 2500 = generate general turns; else Turn production = 10 personal Turn production IF total turns = <7,500 else Turn Production = 0 per turn.

Interesting, but there is still an overflow of turns available, and many ways to get them, perhaps if income/up was increased instead it would provide better farming/raiding and the actual possibility to catch up

Farming / raiding rates are pretty set in stone, last thing you really want to do is increase inflation right? Its been 30b a hit on 0 defenses for as long as I can remember...raiding is the same way. More turns in general means more activity means more farming/raiding. So its an indirect approach however it allows users to do what they please with them.

-Military Experience
Current Attack Super Soldiers Killed (300)
Defence Super Soldiers Killed (100)


Changes

These should be changed most definitely.
Attack Super Soldiers Killed (250)
Defence Super Soldiers Killed (400)

-Military Experience Exchange Shop
Experimental but would like to see this implemented. A new tab called Military Armory, each item can be purchased just like the regular armory, however the only currency used is Military Experience. Additionaly each military quality item would be 10% more powerful (and 15% more repair cost) than the original item. The goal would be to be able to get a 100T defense / strike with approximately 100 billion Military Experience. These items can be sold at the fraction of the prices and ratios seen in the regular armory. These items do not count towards ascension points. Once you purchase them, the points are deducted from the "ME Bank". The total amount of the ME and the ratings will remain the same. However, the "ME Bank" (not implemented yet) will register the new kills into a usable currency. The total ME will remain the same and will go up like usual (the rankings dont reset or go down), however any new ME will also register on ME logs + be usable for purchases.

I would recommend only making the highest tier grade weapons for this, no need to make tons of stuff that would never be used.
Approximate pricing would be about:
(Names can be changed)

Military Ion Cannons Weapon Cost: 500 Military Experience Weapon Strength: 6,336
Military Grid Cannons Weapon Cost: 510 Military Experience Weapon Strength: 6,325

I have this massive hunch people will abuse the hell out of this, or overkill when it's not needed to gain ME, that and it will be skewed towards people who ended up somehow getting massive amounts of UU and such and destroying them, or killing with them.

Thats a good point, possibly only limit the ME to Unit kills or weapon points, making it ineffective to exploit, however still beneficial.

-Glory And Honor Exchange Shop
Experimental but would like to see this implemented. GnR use would be able to purchase naq at a proximately 5T Naq/8m uu/3k AT per 1k GnR. This allows players to be able to use the GnR to their advantage, gives people reason to try to fight for the top 1-10 spots, which I would also increase to 25 GnR per turn if this is implemented. 2-5 Should be about 20 and 5-10 should be 15. Why so high? Because being number 1 you will most likely be massed, to keep you from being massed, you need to enable nox which means no GnR and a deduction as well. Also reduce the next tier (Ranks 11-125ish i think) to 3 GnR per turn.

The core problem with the GnR was quite few people have massive stores of it, some with none and some with ludicrous amounts, a few years ago I had over 72k. Basically the stronger get stronger, especially since you want to trade for direct resources.

At the moment there is absolutely NO use for GnR if you have stopped ascending so maybe what I would recommend is that the admin sets EVERYONES GnR to 500, those ascending wont lose much, if anything...and the players that have massive amounts of GnR had GnR before that didnt have any purpose, so wiping it is totally logical, the only thing stopping that would be pride of a stupid over achievement that had no benefit to ones account.

-Raiding
Amount of units raided in a raid attack should be increased 25-35% this would allow for much more uu to be on the market for those that know how to raid well, and would allow them to hit lower uu farms for the same amount of units.

See the turn production increase comment

Stated as before.

-Supporter Status Membership
$5 a month: 15% increase turn generation, 15% increased base unit production (not total just RAW), and 15% increased total naq generation.

-Raid Master Membership
$5 a month: Amount of units raided in a raid attack will be FURTHER increased by 15% for 1 month

Not exactly going to benefit the community (at least f2p), but still some interesting ideas

Yes you are right, however it provides a good amount of resources for the highly built/active players WITHOUT breaking the game, its worth it...but would not hamper ones ability to attack a "SS Memeber". The odds would still be the same, minus a small surge of resources (mostly negligible).



Basically to put they all go hand in hand, its setup where the GnR is the key goal, you want to be in the top 10, to reap the benefits of the massive gobs of GnR and the exchange of that currency. Would it lead to massive stat building? Probably, however war would break out eventually...as it is the easiest option to beat ur opponents out of those spots. The Raiding and turns to increase the UU available / drop the price down a tad bit, the ME Shop to repair with ME so it further increases the need to fight. The players who do not fight and dont care about it will also reap the benefit of the GnR exchange system, granted by a marginal amount. The farmers and raiders will get a boost from the above updates, if ascended was changed as such as I had described, the smaller lower ascended players would have a slight boost in AB to somewhat close the gap to a certain extent, while the upper tier players would have higher max stats, yet lower AB. It creates a "More" equal playing ground...granted not equal and never will be, never can be...but it makes it "More Equal"

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 4:52 pm
by Sol
Massacre wrote:
Basically to put they all go hand in hand, its setup where the GnR is the key goal, you want to be in the top 10, to reap the benefits of the massive gobs of GnR and the exchange of that currency.

Perhaps if GnR was worth the text it was made out of, then it would be worth trading. Getting into GnR range is a joke, let alone top 10, i would be surprised if anyone made it there without spending $$. F2p and newish players have a snowballs chance in hell to get low down in ranks.

Sure there would be a bit of fighting, but as the dust settles the only ones that would be high up in the GnR gain per turn would be people that are already large in size, and you would be practically handing more resources to them. Give or take the people with stashes of GnR and the handful on the outskirts of the GnR radius gaining only 1 per turn and sacrificing it all for nox, it would still be totally skewed.
As I said this will always happen, the best bet would be to give out things that are not directly resources (or increase of stats), and even possibly have no bearing on direct resources. Actually what you could do is get what you suggested before (about the x-amount of $ for an increase in raiding winnings) and use that for people to spend on, limited to say once every 3 weeks ( and some possible other bonuses for other amounts of GnR). Although what you could do is say it costs something like 10% of your GnR or to a minimum of 2k, whatever is higher.

Anyway GnR shouldn't even really be called what it is, it takes barely nothing to get in the range, there is no glory or reputation part about it.

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 8:17 pm
by xXxsephirothxXx
Increase depletion of GNR when on nox or crit, make it easy for ddestroy those attempting to reap the benefits :D

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 9:24 pm
by Massacre
Sol wrote:
Massacre wrote:
Basically to put they all go hand in hand, its setup where the GnR is the key goal, you want to be in the top 10, to reap the benefits of the massive gobs of GnR and the exchange of that currency.

Perhaps if GnR was worth the text it was made out of, then it would be worth trading. Getting into GnR range is a joke, let alone top 10, i would be surprised if anyone made it there without spending $$. F2p and newish players have a snowballs chance in hell to get low down in ranks.

Sure there would be a bit of fighting, but as the dust settles the only ones that would be high up in the GnR gain per turn would be people that are already large in size, and you would be practically handing more resources to them. Give or take the people with stashes of GnR and the handful on the outskirts of the GnR radius gaining only 1 per turn and sacrificing it all for nox, it would still be totally skewed.
As I said this will always happen, the best bet would be to give out things that are not directly resources (or increase of stats), and even possibly have no bearing on direct resources. Actually what you could do is get what you suggested before (about the x-amount of $ for an increase in raiding winnings) and use that for people to spend on, limited to say once every 3 weeks ( and some possible other bonuses for other amounts of GnR). Although what you could do is say it costs something like 10% of your GnR or to a minimum of 2k, whatever is higher.

Anyway GnR shouldn't even really be called what it is, it takes barely nothing to get in the range, there is no glory or reputation part about it.


True, but why gear every single "update" towards those that are not already built? Sure i see your logic and reasoning, but also take into consideration the penalty of changing nox setting will result in 8 hour stop on getting GnR...to get GnR one must also be off of nox, prevents people from switching completely. Even the biggest cash spenders would most likely have a hard time keeping that spot if everyone knew that they were off nox, off nox = quick mass regardless of how big your Defense is...sure you can ppt while ur up there, and im sure it would be done, but what happends when your off ppt? There are 5 main alliances that would have no problem getting into the top 10 and could if this was setup, HVE, TL, DDE, OE, and TAF.
This would be aimed at them, and not the typical right off the boat type of player. Those players can get the boost of raiding, the boost of turn production etc to further them on faster than if they would be doing it without it.

Point being you can't solely make an update based on new players, and solo out the high ranking players, theres more than enough there to benefit any level of player, this would be like a tournament style thing in essence, and if anyone should appreciate that id think itd be u.

Give those big cash spenders, and those big accounts something to do rather than twidle their thumbs over needless wars where they get nothing in return but their ego lifted an inch higher.

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 10:03 pm
by Sol
Massacre wrote:
True, but why gear every single "update" towards those that are not already built? Sure i see your logic and reasoning, but also take into consideration the penalty of changing nox setting will result in 8 hour stop on getting GnR...to get GnR one must also be off of nox, prevents people from switching completely. Even the biggest cash spenders would most likely have a hard time keeping that spot if everyone knew that they were off nox, off nox = quick mass regardless of how big your Defense is...sure you can ppt while ur up there, and im sure it would be done, but what happends when your off ppt? There are 5 main alliances that would have no problem getting into the top 10 and could if this was setup, HVE, TL, DDE, OE, and TAF.
This would be aimed at them, and not the typical right off the boat type of player. Those players can get the boost of raiding, the boost of turn production etc to further them on faster than if they would be doing it without it.

Point being you can't solely make an update based on new players, and solo out the high ranking players, theres more than enough there to benefit any level of player, this would be like a tournament style thing in essence, and if anyone should appreciate that id think itd be u.

Give those big cash spenders, and those big accounts something to do rather than twidle their thumbs over needless wars where they get nothing in return but their ego lifted an inch higher.


Given the large amounts of ppt days available, bought or not, and the ability to buy direct resources wouldn't really make people think twice about taking nox on or off to sacrifice a bit of GnR, especially since most people high up there would already login a few times a day. UU can easily be bought back, naq can easily be gained, so all you would be doing is trying to put out a fire with alcohol.

The beauty of the tournament was in the level playing field, that and its fast paced rush, is what makes it a tournament, not f2p against p2p. Have you ever tried massing someone that buys their **Filtered** back? Not exactly a fruitful approach.

Perhaps if those cash spenders didn't actually spend cash, wars would be more of an effort and tactical showdown, not a chore. I don't think allowing bigger people to get bigger is the best way to solve a stale war game.

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 10:40 pm
by Massacre
to an extent i agree, but to an extent i still think that the numbers i spit out earlier would be the very minimum that it would be worth to be in the top 10 if these updates were carried out.

Hm Possibly every other month or somethin like that the GnR could go up to those limits, and the rest of the time it would stay how it is now. Just an idea, keeps people from exploiting it to a huge extent, and those huge cash spenders yes, they are the ones who will get the benefits...but how and when have cash players ever in the history of any game ever been barred from "More" this game just like any other survives on $ donated from players for resources, so in essence being a "Cash player" to some extent is not really such a bad thing...depending if u buy it from J or if u buy it from a private 3rd party.

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 11:16 pm
by Sol
Massacre wrote:to an extent i agree, but to an extent i still think that the numbers i spit out earlier would be the very minimum that it would be worth to be in the top 10 if these updates were carried out.

Hm Possibly every other month or somethin like that the GnR could go up to those limits, and the rest of the time it would stay how it is now. Just an idea, keeps people from exploiting it to a huge extent, and those huge cash spenders yes, they are the ones who will get the benefits...but how and when have cash players ever in the history of any game ever been barred from "More" this game just like any other survives on $ donated from players for resources, so in essence being a "Cash player" to some extent is not really such a bad thing...depending if u buy it from J or if u buy it from a private 3rd party.

I still think it needs to be limited, to perhaps something like 2 MT + 2k GnR a week (actually i recall there is a pretty much a whole thread about this somewhere). That and I think something other than resources should be able to be gained (resources taken out of the equation totally, there is already a stupid amount of ways to get them).
Not many people will be happy when someone prunes their GnR forest for half a quad, I could guarantee there would be many people with over 100k GnR right now, not a good way to keep the small ones playing.

Cash players are limited to 3 BM trades a week, or in your words they are barred from 'more'. VERY few games allow direct purchase of core resources, there are three in this game, and each can be bought to a massive extent. Not a good place to stand and I think AJ can see that now.

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 11:27 pm
by Sarevok
FYI, based off the Admin meet, he is seriously considering both a G&R market, and a ME market.

I'll post what he said later on in the weekend (hopefully). Have a full record.

Re: Big Change List id like to see implemented

Posted: Fri Apr 27, 2012 11:41 pm
by Massacre
hence my reasoning for a GnR reset to 500, and Sol what exactly would u in turn exchange the GnR for? Stats? That would make the powerful even more powerful...the cash players with big accounts would get just as much of a boost from that as well, any way u look at it or do it, the big accounts will reap the benefits more than the lower accounts, because that is how the entire essence of GnR is set up, and has been for years.

So now I ask you, for your honest input into what you think GnR should be able to be traded for that everyone would want.