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Adjust in ascended Hits.
Posted: Sat Nov 10, 2007 5:17 am
by PSICOLIX
well, curent its imposible Deascend some1 if they have HALF a brain they just need to log in every 12 hours to full they Reserve. so to make it fair i woude like to propose 1 or 2 changes.
OPTION 1
Increase limit of attack from 33% reserve to:
35% reserve + life force max.
OPTION 2
decrease the amount of turns needed from 99 to 50.
OPTION 3
make cache decrease 5% every turn.
OPTION 4
eliminate initiate revolution and bring back raid for untrained planets.
1 of those will be great, ALL woude be perfect.
Re: Adjust in ascended Hits.
Posted: Sat Nov 10, 2007 6:49 pm
by Lore
PSICOLIX wrote:well, curent its imposible Deascend some1 if they have HALF a brain they just need to log in every 12 hours to full they Reserve. so to make it fair i woude like to propose 1 or 2 changes.
OPTION 1
Increase limit of attack from 33% reserve to:
35% reserve + life force max.
OPTION 2
decrease the amount of turns needed from 99 to 50.
OPTION 3
make cache decrease 5% every turn.
OPTION 4
eliminate initiate revolution and bring back raid for untrained planets.
1 of those will be great, ALL woude be perfect.
Please explain 2 and 3?
Opt 2
I have no problem with the decrease but what are you trying to accomplish with it? how will that make deascention easier?
Opt 3
Explain cuz I'm totally lost on this one.
Re: Adjust in ascended Hits.
Posted: Sat Nov 10, 2007 8:49 pm
by PSICOLIX
Lore wrote:PSICOLIX wrote:well, curent its imposible Deascend some1 if they have HALF a brain they just need to log in every 12 hours to full they Reserve. so to make it fair i woude like to propose 1 or 2 changes.
OPTION 1
Increase limit of attack from 33% reserve to:
35% reserve + life force max.
OPTION 2
decrease the amount of turns needed from 99 to 50.
OPTION 3
make cache decrease 5% every turn.
OPTION 4
eliminate initiate revolution and bring back raid for untrained planets.
1 of those will be great, ALL woude be perfect.
Please explain 2 and 3?
Opt 2
I have no problem with the decrease but what are you trying to accomplish with it? how will that make deascention easier?
Opt 3
Explain cuz I'm totally lost on this one.
opt 2, will make cheaper to do multiple hits
opt 3, peaple are using CACHE to stock life force to fill the reserves, so they basicaly imposible of deacend.
Re: Adjust in ascended Hits.
Posted: Sat Nov 10, 2007 10:33 pm
by Finarfin
PSICOLIX wrote:Lore wrote:PSICOLIX wrote:Well, currently it's impossible De-ascend someone. If they have HALF a brain they just need to log in every 12 hours to fill their Reserve. So to make it fair, I would like to propose four changes.
OPTION 1
Increase limit of attack from 33% reserve to:
35% reserve + life force max.
OPTION 2
decrease the amount of turns needed from 99 to 50.
OPTION 3
make cache decrease 5% every turn.
OPTION 4
eliminate initiate revolution and bring back raid for untrained planets.
1 of those will be great, ALL would be perfect.
Please explain 2 and 3?
Opt 2
I have no problem with the decrease but what are you trying to accomplish with it? how will that make de-ascention easier?
Opt 3
Explain because I'm totally lost on this one.
opt 2, will make cheaper to do multiple hits
opt 3, people are using CACHE to stock life force to fill the reserves, so they basicaly impossible of de-acend.
Cache is needed to buy upgrades, and there is undoubtedly people who need what it produces per turn in order to buy upgrades. Not everyone can convert enough per turn to get by. Even at 5%, an amount like 500k cache would decrease by 25,000 life force per turn. I don't know the exact figure, but it would take someone with a high channeling level (I.E, above 300) to even break even per turn (Excluding DMU to life force). Then at amounts like 3,000,000 life cache you lose 150,000 DMU, which is 1,500,000,000 DMU per turn just to break even. The small accounts cant deal with that. So nice in theory, but unworkable because it would harm the mid-carders to the people just starting out.
Re: Adjust in ascended Hits.
Posted: Sun Nov 11, 2007 4:03 am
by Mojo Rising
Well I agree that something needs to be done. The number of attack turns required either needs to be lowered or the time in between ascension attacks needs to be reduced. Personally, I would like the time reduced to once per turn, or at the very least, once per hour. Folks have had plenty of time to build up their descension stats. If they haven't, not my fault. You still only take 1/3 of the damage of your LF + Reserves, regardless of how much damage I can do to you. And it is going to take me at least 396 AT to descend someone. So let's at least make it possible.
Re: Adjust in ascended Hits.
Posted: Sun Nov 11, 2007 4:37 am
by Richâ„¢
Finarfin wrote:PSICOLIX wrote:Lore wrote:PSICOLIX wrote:Well, currently it's impossible De-ascend someone. If they have HALF a brain they just need to log in every 12 hours to fill their Reserve. So to make it fair, I would like to propose four changes.
OPTION 1
Increase limit of attack from 33% reserve to:
35% reserve + life force max.
OPTION 2
decrease the amount of turns needed from 99 to 50.
OPTION 3
make cache decrease 5% every turn.
OPTION 4
eliminate initiate revolution and bring back raid for untrained planets.
1 of those will be great, ALL would be perfect.
Please explain 2 and 3?
Opt 2
I have no problem with the decrease but what are you trying to accomplish with it? how will that make de-ascention easier?
Opt 3
Explain because I'm totally lost on this one.
opt 2, will make cheaper to do multiple hits
opt 3, people are using CACHE to stock life force to fill the reserves, so they basicaly impossible of de-acend.
Cache is needed to buy upgrades, and there is undoubtedly people who need what it produces per turn in order to buy upgrades. Not everyone can convert enough per turn to get by. Even at 5%, an amount like 500k cache would decrease by 25,000 life force per turn. I don't know the exact figure, but it would take someone with a high channeling level (I.E, above 300) to even break even per turn (Excluding DMU to life force). Then at amounts like 3,000,000 life cache you lose 150,000 DMU, which is 1,500,000,000 DMU per turn just to break even. The small accounts cant deal with that. So nice in theory, but unworkable because it would harm the mid-carders to the people just starting out.
with the new updates it's not exactly hard to be earning 1.5bil per turn, you should be doing that before your PPT ends after first two weeks of your new account.
Re: Adjust in ascended Hits.
Posted: Sun Nov 11, 2007 8:33 am
by Lore
OK PSI I get it now
I still dont like OPT 3 the others are good with me.
Re: Adjust in ascended Hits.
Posted: Sun Nov 11, 2007 2:26 pm
by Finarfin
Richâ„¢ wrote:Finarfin wrote:PSICOLIX wrote:Lore wrote:PSICOLIX wrote:Well, currently it's impossible De-ascend someone. If they have HALF a brain they just need to log in every 12 hours to fill their Reserve. So to make it fair, I would like to propose four changes.
OPTION 1
Increase limit of attack from 33% reserve to:
35% reserve + life force max.
OPTION 2
decrease the amount of turns needed from 99 to 50.
OPTION 3
make cache decrease 5% every turn.
OPTION 4
eliminate initiate revolution and bring back raid for untrained planets.
1 of those will be great, ALL would be perfect.
Please explain 2 and 3?
Opt 2
I have no problem with the decrease but what are you trying to accomplish with it? how will that make de-ascention easier?
Opt 3
Explain because I'm totally lost on this one.
opt 2, will make cheaper to do multiple hits
opt 3, people are using CACHE to stock life force to fill the reserves, so they basicaly impossible of de-acend.
Cache is needed to buy upgrades, and there is undoubtedly people who need what it produces per turn in order to buy upgrades. Not everyone can convert enough per turn to get by. Even at 5%, an amount like 500k cache would decrease by 25,000 life force per turn. I don't know the exact figure, but it would take someone with a high channeling level (I.E, above 300) to even break even per turn (Excluding DMU to life force). Then at amounts like 3,000,000 life cache you lose 150,000 DMU, which is 1,500,000,000 DMU per turn just to break even. The small accounts cant deal with that. So nice in theory, but unworkable because it would harm the mid-carders to the people just starting out.
with the new updates it's not exactly hard to be earning 1.5bil per turn, you should be doing that before your PPT ends after first two weeks of your new account.
TBH it doesn't effect me, as I can cover the amount per turn easily, but many accounts cannot turn over that much naq even in a day - and they need the life force cache as well.
Re: Adjust in ascended Hits.
Posted: Sun Nov 11, 2007 2:48 pm
by KGC
How about changing max damage from a third of reserves to an amount based on their size? That way all accounts will have to make sure their max LF matches their size if they want to be suitably protected.
Now you could theorectically just have a tiny max LF and huge energy chanelling and flow and you wouldn't even have to log in to be undescendable. That shouldn't be the case.
Re: Adjust in ascended Hits.
Posted: Sun Nov 11, 2007 6:32 pm
by Lore
KGC wrote:How about changing max damage from a third of reserves to an amount based on their size? That way all accounts will have to make sure their max LF matches their size if they want to be suitably protected.
Now you could theorectically just have a tiny max LF and huge energy chanelling and flow and you wouldn't even have to log in to be undescendable. That shouldn't be the case.
Well said
Re: Adjust in ascended Hits.
Posted: Sun Nov 11, 2007 8:16 pm
by PSICOLIX
* The minimum time between ascended attacks has moved from 4 hours, to 3 hours. With the recovery rates as they are now, it was possible to recover more than the maximum damage one attack could do to you, within the 4 hour timeframe. (meaning you could never be descended because you recovered too quickly). The 3 hour limit should address that....
Re: Adjust in ascended Hits.
Posted: Sun Nov 11, 2007 9:15 pm
by Munchy
My vote would be to decrease the recovery rate then, not the time between attacks...
I personally think the system is fine how it is. Every big war I see many people being decended left and right, so to say it is not possible always seems flawed to me.
Yes, if the player is active is hard. They can even hold off decension from a much bigger player if need be. I personally think that is fine.
Re: Adjust in ascended Hits.
Posted: Mon Nov 12, 2007 7:04 pm
by Lore
Munchy wrote:My vote would be to decrease the recovery rate then, not the time between attacks...
I personally think the system is fine how it is. Every big war I see many people being decended left and right, so to say it is not possible always seems flawed to me.
Yes, if the player is active is hard. They can even hold off decension from a much bigger player if need be. I personally think that is fine.
If everyone played the system as its meant to be played then yes,,,,
The current system has at least 3 viable option to allow a player to be Completely undeascendable.
If all stats had to be raised at some point yes but the way it is now its a bad system.
Re: Adjust in ascended Hits.
Posted: Tue Nov 13, 2007 8:44 am
by 12agnar0k
Mojo Rising wrote:Well I agree that something needs to be done. The number of attack turns required either needs to be lowered or the time in between ascension attacks needs to be reduced. Personally, I would like the time reduced to once per turn, or at the very least, once per hour. Folks have had plenty of time to build up their descension stats. If they haven't, not my fault. You still only take 1/3 of the damage of your LF + Reserves, regardless of how much damage I can do to you. And it is going to take me at least 396 AT to descend someone. So let's at least make it possible.
agreed
Re: Adjust in ascended Hits.
Posted: Mon Dec 17, 2007 3:40 am
by GeneralChaos
PSICOLIX wrote:well, curent its imposible Deascend some1 if they have HALF a brain they just need to log in every 12 hours to full they Reserve. so to make it fair i woude like to propose 1 or 2 changes.
OPTION 1
Increase limit of attack from 33% reserve to:
35% reserve + life force max.
There current LF should not be counted in the attack, if you do max damage it should be automatically there current LF + 1/3 reserve, not LF + whatever is left to make up 1/3
OPTION 2
decrease the amount of turns needed from 99 to 50.
Awesome idea
OPTION 3
make cache decrease 5% every turn.
I dont agree here due to some people may need to save cache, what i would do it make it that from cache to reserves is a 10:1 ratio, that way if you lose say 100mill reserves it costs 300mill cache to replace it, this would stop the guys that go ha ha try descend me i have 2 bill LF cache i can replace,,, if they where losing 300mill a hit time would be on your side, also if 10:1 isnt enough how about 15:1 or 20:1 hell even 25:1, ascended is supposed to be for the strong not the weak protected by admin.
OPTION 4
eliminate initiate revolution and bring back raid for untrained planets.
Nah growth is to fast now for raid to be effective, also with the current rank mod system, someone who is rank 1k could hook up with a buddy and mass down someone in the top 100, then raid the planets, if raid comes back, rank mod needs to go, ( IT NEEDS TO GO ANYWAY )
1 of those will be great, ALL woude be perfect.