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Change the way GnR is gained

Posted: Tue May 01, 2012 1:47 am
by GeneralChaos
I was thinking about this awhile ago, but was going to wait on posting the idea but this topic here sort of pushed it.

viewtopic.php?f=101&t=191798

Now not to take away from the guys who spend the year ascending to max, alot of us did it ( myself included ) but we had the the server war and it was alot easier to into GnR back then because no one had stats haha,

But now its alot harder, the GnR ranks are dominated by max ascended players, im not sure what the GnR range goes down too, last i knew it was about 1100-1300, i believe the top ranks still gain 5 GnR per turn and all the way down to 1 GnR per turn.

The GnR range should be changed to a preset ranks 1-1400

Only instead of rank bases the GnR you get, it should be the ascended level you are decides what you get,

Ascended level

0-5 should be 10GnR per turn
6-10 should be 8 GnR per turn
11-15 should be 6 GnR per turn
16-18 should be 4 GnR per turn
19-23 should be 2 GnR per turn

As a weaker ascended being the Gods Swarm to your world to boost your Glory within the Realms, As your ascended being gets stronger the gods find it harder to supply the Glory your world needs.

Then change the time limit on the first 15 Ascensions to 1 week turn over time, 16-23 is the normal 2 week turn around time,

I know that some are going to cry about how unfair that is, end of the day i ascended to max with the 2 week turn around, but even i dont find it fun to beable to destory someone without them doing anything back, because i have a massive boost, and got to ascend when it was way easier, the divide is getting bigger ingame, we need something to keep newer blood in it,

Those who truly want to keep the game going and see newer players would support this, or close to this, those who object to it, must be happy there game is disappearing.

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 2:17 am
by Field Marshall
This, I think is a very good idea. Gives a new player a sense of achievement and will promote them playing... =D>

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 2:20 am
by [BoT] Jason
+1 to GC

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 3:06 am
by Massacre
I like the idea, however id recommend not doing so much of a set rate, instead do a multiplier. In essence,

0-5 should be 10GnR per turn - 3x multipler (1GnR range gets 3 GnR, 5 GnR range gets 15)
6-10 should be 8 GnR per turn - 2.5x multiplier (1GnR range gets 2.5 GnR, 5 GnR range gets 12.5)
11-15 should be 6 GnR per turn - 2x multiplier ( 1 Gnr range gets 2 GnR, 5 GnR range gets 10)
16-18 should be 4 GnR per turn - 1.5 multiplier ...blah blah
19-23 should be 2 GnR per turn - 1....or well the same as it is now.


Too bad this wasnt around before, but whatever helps the new players I suppose is good for the game.

Maybe the rates are a bit high, but i think itd be better than having a set 10 GnR no matter what ranking u are, since the whole thing to ascend fast today you need to break into the 5 GnR. Why rip that excitement away, thisd make it easier. But basically the same as ur idea, just in a different form.

2 Week turnaround time should remain the same, maybe lowered to 1.5 at max...give them a chance to invest in MS capacities and such, and to see the benefit of doing that while ascending.

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 3:46 am
by GhostyGoo
I began playing my old account again about 3-4 weeks ago and it is a 1 time ascended prior account which was ascended waaaay back in the first week ascension went live. In these (for the sake of argument) 4 weeks i've been back i've played solidly (some would say obsessively) and i'm just about ready to ascend. I might have a very different opinion once i experience the newer APP mechanism but at the moment, although i do not disagree wholly with what is being put forwards here, i think something integral is missing-

Surely it is bad to promote new players into speedy ascensions?

I guess the part of the discussion which is missing here is what would you recommend a new player ascends for the first time with in terms of APP? Because, if you are going to make it possible to ascend within a couple of weeks of creating your account, it will only serve to create an influx of weakly ascended accounts?

I honestly didn't find it that difficult to get ranked into the GnR zone.

I don't disagree with what you are saying though, i just feel more is needed :)

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 4:03 am
by Ashu
I fully agree with GC! The gap between new players and the ones that have huge, huge accounts needs to be made smaller. I believe the option he presented would aid in that direction.

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 4:10 am
by Clarkey
GhostyGoo wrote:Because, if you are going to make it possible to ascend within a couple of weeks of creating your account, it will only serve to create an influx of weakly ascended accounts?
But that's possible even now. It is extremely easy, at least I believe, to still get in to 1 G&R range. So accounts can still ascend in 3 weeks of creating their account.

I like the idea that the g&r range is still .2% of active rankings but making different g&r groups like GC said.

I think that Jason should make a final decision about ascending beyond #23 and if there will be no more progression then there's no point getting g&r at lvl 23. Also making a decision regarding that may allow some people to play properly as they would then have the confidence that whatever they build won't be lost because Jason opens up another ascension.

Making it 1 week between ascensions is a bit quick in my mind. I think the 2 weeks is fine, but I understand why 1 week would be preferred by those ascending all the way.

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 4:13 am
by xXxsephirothxXx
Kinda stopped reading when you said it was hard to get in GnR?.... :shock:
I get massed and still in GnR range :smt043

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 4:17 am
by Clarkey
I think 5 g&r would still be considered difficult to get into and to remain in for the duration.

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 4:26 am
by GhostyGoo
I know its possible Clarkey but should it be promoted *shrug*

Like i say i think something definitely needs changing but i'm not sure this is it. It all feels a bit too "cats in bags" to me; like the fabled magic bullet. It is never that simple, is it? As Seph has said i've been massed also, all defence gone and anti-covert slaughtered but still found myself in GnR range.

I guess the bottom line here, in this discussion, is: are we ascending for main server power, ascension server power or both? Because all three are certainly achievable as they were always designed to be however, this type of ascending outlined above only really benefits your shell, surely?

I will know more once i ascend, i haven't done it for about 5 years rofl :)

Just for the record, i've searched and the only clue i can find is the gnr for support status offer; is it 1000 or 1500 needed for ascension?

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 4:29 am
by GeneralChaos
0-5 should be 10GnR per turn - 3x multipler (1GnR range gets 3 GnR, 5 GnR range gets 15)
6-10 should be 8 GnR per turn - 2.5x multiplier (1GnR range gets 2.5 GnR, 5 GnR range gets 12.5)
11-15 should be 6 GnR per turn - 2x multiplier ( 1 Gnr range gets 2 GnR, 5 GnR range gets 10)
16-18 should be 4 GnR per turn - 1.5 multiplier ...blah blah
19-23 should be 2 GnR per turn - 1....or well the same as it is now.


I considered this option too, however go look at the top 100-120 accounts ill bet that at least 95% of them are max ascended players, someone who is just starting out would never stand a chance at getting close to the ranks needed without having an account that is probably boarding the plague limit, thats why i went for a preset number,

@Goo, i see the concern about your ascending to fast, but whether it happens within 2 weeks of starting or 2 months, they will still have to learn, by allowing them go get into it faster, it gives them a better chance, if it stays how it is, new people get bored.

Also it seems with your absence you missed the big push in the game for ascending, if your only going for your 2nd ascension, revisit this idea in 3 or 4 months, ( if its not implemented ) and see how you feel, when someone who is max ascended can remove your account with little to no effort, leaving you unable to compete, it gets old fast.

I do not see how this update would harm the game,

Also if admin decides to add more ascensions they would fall into the last category or 2 GnR per turn for there Ascended rank.

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 4:35 am
by GhostyGoo
I think i need to bug out until i ascend lol, i think something is not quite as it was when it was designed!
:-#

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 5:43 am
by EAT THE WATERMELON
xXxsephirothxXx wrote:Kinda stopped reading when you said it was hard to get in GnR?.... :shock:
I get massed and still in GnR range :smt043



:P yup im only NOT in g and r range when i dont want to be (for raiding the lower ranks)


but still i like this idea

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 12:44 pm
by GhostyGoo
After reading what Forum plans regarding the One-Stop-Glory-Shop (in the wise words of Kenneth Williams: "oh matron!")...

Something along the lines of this suggestion is imperative. Imperative.

+1

Re: Change the way GnR is gained

Posted: Tue May 01, 2012 12:55 pm
by Angnoch
lol I much prefer this idea to the idea of buying ascensions

Goo I would point out that ascending at the bare minimum UP requirements would actually allow you to grow up to the final ascension as its ridiculously low cost and as for APP just farm for DMU on ascended server it is worth far more and better than APP anyway ;)