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 Autoranking solution 
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Feldshan wrote:
Toastar wrote:
PLEASE get out of this mindset that the only way to control the game is by punishing people and taking things away!! If you don't like where the game is headed, move the carrots so that we all go where you want us. As long as there's rewards, we'll merrily go down whichever path you choose. If you *take away* the carrots, we will leave.


You guys do realize that Dan is have to make the game harder so it takes the auto levelers more time to find and get stuff? If he keeps that up then everyone will have to auto level to get the stuff. He told people he don't like auto leveling but they keep playing that way. Therefore he has to make the game hard enough so that they can't just walk through it. Consider it him moving the carrots by telling you guys he don't approve of it and that he might put caps on the energy gained on level up. If you keep up the way you play then more then likely he is going to have to put a cap on something to slow you few auto levelers down just so the rest of the people that play this game don't quit due to extreme energy demands and damage needed to take down stuff. You guys have time you could switch over to a power build instead of an energy build but I guess instead of thinking of a way to do things not auto leveling is too much to ask for some.

You guys say you need more energy, then come up with ideas where you can get more energy per hour then auto leveling! We have posted ideas about having more relays so at higher levels you would still have a ton of energy and be able to do things. You guys have ignored all the ideas and just keep flaming away rather then trying to come up with a solution were everyone would be happy, or at least somewhat satisfied. Put some facts and figures on the table. How much energy do you all use to do what you do in a day. If it is one legion taking out a few bases maybe you need to go back to look at base battles and realize that Dan has Battle Pacts for a reason. One legion shouldn't be taking out a higher level base.

Would you rather Dan decides on something that will make the game harder on all of us because of a few auto levelers? He could raise all the mission energy requirements and give very little exp to stop you guys, that would hurt everyone else even more. He could have tasks that require more energy and less exp, again that would hurt the average player even more. He could give out less exp for fighting NPCs, that again would hurt the average player more then the auto levelers. Anything he provides in content to keep you guys from auto leveling is going to hurt the average player more that doesn't auto level. He could end up scaling exp gained to your max energy levels, while that would work that wouldn't exactly be fair to you guys. I have tried to come up with a solution along with a few others where he would have a soft cap on Energy gained on a level up, and allow for more relays to be released to offer more energy per hour. this would allow everyone to have more energy to get things done, both the auto levelers and everyone else, it would allow more people to help out on stuff as they got to the higher levels and wouldn't mean that a few people in their legion had to auto level just to get their legion through something.



Here's an idea to get into your head.

Why does anything need to change?

As it is right now there is no reason whatsoever to stop people autoranking. It hurts us to autorank more than you think it helps, and the more we autorank, the less effectively we can do so, and the more time it takes to do so as well.

So again, i ask you... why are you so determined to change something that doesn't effect you.

Yes we get the bs idea that Dan doesn't approve of autoranking, well that's tough cookies. It out there now, so stop thinking of more ways to punish us higher ranks.

If it weren't for the higher ranks in this game, the auto-rankers you seem to hate, for whatever misguided reason, you would have no legion missions, no hyperport/kelethor/attiroth/pevreon/grivv/sitlhion cluster. < Which btw you will have access to for alot longer than we ever will, as they were all released a year too late imo.

As it is thanks to us autorankers, you have more game content to keep you regular paced rankers happy for years to come.

We only have legion missions/temp orb mission now and bases, thats it, NPC'ing is all but crap now.

Dan has already nerfed the two ways we autorankers had to make our ships above average(troop carriers and purger mission);

So why are you so determined to take away the only thing that keeps us high rank players playing? When the high rank players have never ever tried to take anything away from you that fundamentally effects your style of play, so stop trying to change ours.


Last edited by kirkeastment on Thu Feb 28, 2013 4:35 pm, edited 2 times in total.



Thu Feb 28, 2013 4:20 pm
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Fireblade225 wrote:
Feldshan wrote:
Toastar wrote:
PLEASE get out of this mindset that the only way to control the game is by punishing people and taking things away!! If you don't like where the game is headed, move the carrots so that we all go where you want us. As long as there's rewards, we'll merrily go down whichever path you choose. If you *take away* the carrots, we will leave.


You guys do realize that Dan is have to make the game harder so it takes the auto levelers more time to find and get stuff? If he keeps that up then everyone will have to auto level to get the stuff. He told people he don't like auto leveling but they keep playing that way. Therefore he has to make the game hard enough so that they can't just walk through it. Consider it him moving the carrots by telling you guys he don't approve of it and that he might put caps on the energy gained on level up. If you keep up the way you play then more then likely he is going to have to put a cap on something to slow you few auto levelers down just so the rest of the people that play this game don't quit due to extreme energy demands and damage needed to take down stuff. You guys have time you could switch over to a power build instead of an energy build but I guess instead of thinking of a way to do things not auto leveling is too much to ask for some.

You guys say you need more energy, then come up with ideas where you can get more energy per hour then auto leveling! We have posted ideas about having more relays so at higher levels you would still have a ton of energy and be able to do things. You guys have ignored all the ideas and just keep flaming away rather then trying to come up with a solution were everyone would be happy, or at least somewhat satisfied. Put some facts and figures on the table. How much energy do you all use to do what you do in a day. If it is one legion taking out a few bases maybe you need to go back to look at base battles and realize that Dan has Battle Pacts for a reason. One legion shouldn't be taking out a higher level base.

Would you rather Dan decides on something that will make the game harder on all of us because of a few auto levelers? He could raise all the mission energy requirements and give very little exp to stop you guys, that would hurt everyone else even more. He could have tasks that require more energy and less exp, again that would hurt the average player even more. He could give out less exp for fighting NPCs, that again would hurt the average player more then the auto levelers. Anything he provides in content to keep you guys from auto leveling is going to hurt the average player more that doesn't auto level. He could end up scaling exp gained to your max energy levels, while that would work that wouldn't exactly be fair to you guys. I have tried to come up with a solution along with a few others where he would have a soft cap on Energy gained on a level up, and allow for more relays to be released to offer more energy per hour. this would allow everyone to have more energy to get things done, both the auto levelers and everyone else, it would allow more people to help out on stuff as they got to the higher levels and wouldn't mean that a few people in their legion had to auto level just to get their legion through something.



Your English sucks, and I broke down what an average high ranker spends per day several pages back, Along with valid counter arguments, You haven't brought anything new to table with your post your just repeating the same thing you were saying a few days ago.



^^ +1

Yes, others have broken down the numbers already.

Dan, this is the only facebook game I have ever spent any money on. I have played Castle Age, Mafia Wars, Space Wars, Viking Clans, Starpires, Age of Legends, Zombie Slayer, and a whole bunch more that weren't even worth remembering. But, only Galaxy Legions has ever gotten a dime out of me. Dan, you made an unbelievably enjoyable game and I, like several others, have spent a great deal of time over the last 3 years bonding with each other and having fun.

I have said before that the true genius of the game is the ability to choose one's path and customize one's ship. What I find frustrating about the recent change is the feeling of "moving the goal posts" or "changing the rules" mid game. I have consistently been opposed to any changes that severely impacts a ship build AFTER decisions were made to build the ship based on the previous rules. For example, I spoke out against changes to the small ship and medium ship builds' damage cap, despite how unintendedly powerful they have become, because making such changes would undermine the planning some players have worked on for years.

While I don't feel like I have to be able to auto-rank per se, I do most certainly think that going 3 years into the game and now suddenly finding myself energy starved again is nuts. I would strongly ask that you consider some of the solutions offered in this topic; another tier of relays would be a great start.

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Thu Feb 28, 2013 4:32 pm
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Sorry I missed this/ forgot about this on page 2, thanks for the info. Wish I knew what level you were, I didn't look though all the posts to find out.

How often do you guys level a day?

Fireblade225 wrote:
To sum up an average day without really doing anything

Bi weekly mission 3k E
Daily Mission 4K E
2 Bases 3k+ E
Npc alerts 2-5k E

this is an average day where i do nothing else in game no npcing/missions etc so this is about the minimum amount of E i can spend per day without the ability to rank up when i need to my ship would be useless if we have to sit around waiting for E for 36 hours+ per rank people will just leave the game and find another one that actually let's them play when they want.

Just my 2 cents.


I wish Dan would comment on how many times a day he thinks people should be leveling...

If you got back 10x your level and a decent energy regen as we have talked about

I don't know your level so I am going to just do some figures... Hope my math is right...

At around level 500 you should need around 20k exp to level. Figuring you get 2 exp per energy (sometimes its better sometimes its worse depending on what you are doing) For level 500 you would get back 5,000 energy when you leveled, netting you 10k exp that leaves 10k exp left to make. I figure 10 hours is a good amount between levels so you level around twice a day. 10k exp to level, 5,000 energy needed. 5,000 energy by 10 hours would net you 500 energy an hour. If you leveling in the morning and then again at night sometime before you went to bed you would have a morning to spend what energy you had, and level. I assume you would do part of the 15k energy you say you need, but anyways a level in the morning gets you 5k energy up front allowing you do do a base battle, a daily mission and some npcing, you wait 10 hours and go to work/ school, or hang around 5k more energy to spend on missions, npcing bases etc. You level due to that you have 5k more energy now to use. That is the 15k energy you said you needed to do the bare minimum a day if you were level 500.

At around lv 1,000 you should need around 40k exp to level, 20k energy. 10k energy gained on level up and for 10 hours I would say you need 1,000 energy regen an hour. Gets you 20k energy. Two level ups a day for a level 1,000 would net you 10k energy to start with, 10k energy over 10 hours, and 10k energy when you made the next level up that night. 30k energy for you to use. Double what you said you needed to get what you needed to get done, done.

At around lv 1,500 you should need around 60k exp to level, 30k energy. 15k energy gained on level up, 15k more over 10 hours to level up. Net gain for the day: 15 in the morning 15 during the day and 15 on level up that night. 45k energy to be used the whole day.

Looking at these numbers and how they possibly scale I will redo my suggestion:
If Dan don't mind people leveling twice a day:

10x a person's level in a free energy refill, if it went over the max they would only get their max energy. If they had energy when they leveled that would be set to zero and then they would get the 10x their level refill.

10x a person's level in energy regen by use of releasing more relays though research, mission rewards, NPCs, GP, badges, or any other way a person can get items in the game. These relays could also take a big chunk out of max energy still needing a ton of Engineers to keep your max energy high enough. They would be locked to ranks so you have to be a certain rank to use them, but would be able to get them before you reached that rank. Add new relays for every 100 or so levels.


By doing these two things Dan could stop auto leveling and still provide you guys with enough energy to finish what you said you needed per day, I think. If Dan wanted you guys to slow down he could release relays later so you didn't level up faster then he wanted. You would level less often and stay within content longer while hopefully providing you guys enough energy to finish what you need to do, hopefully he would release enough of them soon enough only the top people would be affected as they went well beyond the last level relays were released.


Thu Feb 28, 2013 4:45 pm
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Feldshan wrote:
Sorry I missed this/ forgot about this on page 2, thanks for the info. Wish I knew what level you were, I didn't look though all the posts to find out.

How often do you guys level a day?

Fireblade225 wrote:
To sum up an average day without really doing anything

Bi weekly mission 3k E
Daily Mission 4K E
2 Bases 3k+ E
Npc alerts 2-5k E

this is an average day where i do nothing else in game no npcing/missions etc so this is about the minimum amount of E i can spend per day without the ability to rank up when i need to my ship would be useless if we have to sit around waiting for E for 36 hours+ per rank people will just leave the game and find another one that actually let's them play when they want.

Just my 2 cents.


I wish Dan would comment on how many times a day he thinks people should be leveling...

If you got back 10x your level and a decent energy regen as we have talked about

I don't know your level so I am going to just do some figures...

At around level 500 you should need around 20k exp to level. Figuring you get 2 exp per energy (sometimes its better sometimes its worse depending on what you are doing) For level 500 you would get back 5,000 energy when you leveled, netting you 10k exp that leaves 10k exp left to make. I figure 10 hours is a good amount between levels so you level around twice a day. 10k exp to level, 5,000 energy needed. 5,000 energy by 10 hours would net you 500 energy an hour. If you leveling in the morning and then again at night sometime before you went to bed you would have a morning to spend what energy you had, and level. I assume you would do part of the 15k energy you say you need, but anyways a level in the morning gets you 5k energy up front allowing you do do a base battle, a daily mission and some npcing, you wait 10 hours and go to work/ school, or hang around 5k more energy to spend on missions, npcing bases etc. You level due to that you have 5k more energy now to use. That is the 15k energy you said you needed to do the bare minimum a day if you were level 500.

At around lv 1,000 you should need around 40k exp to level, 20k energy. 10k energy gained on level up and for 10 hours I would say you need 1,000 energy regen an hour. Gets you 20k energy. Two level ups a day for a level 1,000 would net you 10k energy to start with, 10k energy over 10 hours, and 10k energy when you made the next level up that night. 30k energy for you to use. Double what you said you needed to get what you needed to get done, done.

At around lv 1,500 you should need around 60k exp to level, 30k energy. 15k energy gained on level up, 15k more over 10 hours to level up. Net gain for the day: 15 in the morning 15 during the day and 15 on level up that night. 45k energy to be used the whole day.

Looking at these numbers and how they possibly scale I will redo my suggestion:
If Dan don't mind people leveling twice a day:

10x a person's level in a free energy refill, if it went over the max they would only get their max energy. If they had energy when they leveled that would be set to zero and then they would get the 10x their level refill.

10x a person's level in energy regen by use of releasing more relays though research, mission rewards, NPCs, GP, badges, or any other way a person can get items in the game. These relays could also take a big chunk out of max energy still needing a ton of Engineers to keep your max energy high enough. They would be locked to ranks so you have to be a certain rank to use them, but would be able to get them before you reached that rank. Add new relays for every 100 or so levels.


By doing these two things Dan could stop auto leveling and still provide you guys with enough energy to finish what you said you needed per day, I think. If Dan wanted you guys to slow down he could release relays later so you didn't level up faster then he wanted, you would level less often and stay within content longer while hopefully providing you guys enough energy to finish what you need to do.




:roll:

The point remains... why should autoranking not be allowed? Give us one valid reason besides Dan didn't originally intend for it to be possible. Screw a fix, just leave it alone. If npc caps were raised and at various points in the future new npcs are created for the highest ranks there should'nt be any problem at all.

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Thu Feb 28, 2013 4:58 pm
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DarthRavadge wrote:
Feldshan wrote:
Sorry I missed this/ forgot about this on page 2, thanks for the info. Wish I knew what level you were, I didn't look though all the posts to find out.

How often do you guys level a day?

Fireblade225 wrote:
To sum up an average day without really doing anything

Bi weekly mission 3k E
Daily Mission 4K E
2 Bases 3k+ E
Npc alerts 2-5k E

this is an average day where i do nothing else in game no npcing/missions etc so this is about the minimum amount of E i can spend per day without the ability to rank up when i need to my ship would be useless if we have to sit around waiting for E for 36 hours+ per rank people will just leave the game and find another one that actually let's them play when they want.

Just my 2 cents.


I wish Dan would comment on how many times a day he thinks people should be leveling...

If you got back 10x your level and a decent energy regen as we have talked about

I don't know your level so I am going to just do some figures...

At around level 500 you should need around 20k exp to level. Figuring you get 2 exp per energy (sometimes its better sometimes its worse depending on what you are doing) For level 500 you would get back 5,000 energy when you leveled, netting you 10k exp that leaves 10k exp left to make. I figure 10 hours is a good amount between levels so you level around twice a day. 10k exp to level, 5,000 energy needed. 5,000 energy by 10 hours would net you 500 energy an hour. If you leveling in the morning and then again at night sometime before you went to bed you would have a morning to spend what energy you had, and level. I assume you would do part of the 15k energy you say you need, but anyways a level in the morning gets you 5k energy up front allowing you do do a base battle, a daily mission and some npcing, you wait 10 hours and go to work/ school, or hang around 5k more energy to spend on missions, npcing bases etc. You level due to that you have 5k more energy now to use. That is the 15k energy you said you needed to do the bare minimum a day if you were level 500.

At around lv 1,000 you should need around 40k exp to level, 20k energy. 10k energy gained on level up and for 10 hours I would say you need 1,000 energy regen an hour. Gets you 20k energy. Two level ups a day for a level 1,000 would net you 10k energy to start with, 10k energy over 10 hours, and 10k energy when you made the next level up that night. 30k energy for you to use. Double what you said you needed to get what you needed to get done, done.

At around lv 1,500 you should need around 60k exp to level, 30k energy. 15k energy gained on level up, 15k more over 10 hours to level up. Net gain for the day: 15 in the morning 15 during the day and 15 on level up that night. 45k energy to be used the whole day.

Looking at these numbers and how they possibly scale I will redo my suggestion:
If Dan don't mind people leveling twice a day:

10x a person's level in a free energy refill, if it went over the max they would only get their max energy. If they had energy when they leveled that would be set to zero and then they would get the 10x their level refill.

10x a person's level in energy regen by use of releasing more relays though research, mission rewards, NPCs, GP, badges, or any other way a person can get items in the game. These relays could also take a big chunk out of max energy still needing a ton of Engineers to keep your max energy high enough. They would be locked to ranks so you have to be a certain rank to use them, but would be able to get them before you reached that rank. Add new relays for every 100 or so levels.


By doing these two things Dan could stop auto leveling and still provide you guys with enough energy to finish what you said you needed per day, I think. If Dan wanted you guys to slow down he could release relays later so you didn't level up faster then he wanted, you would level less often and stay within content longer while hopefully providing you guys enough energy to finish what you need to do.




:roll:

The point remains... why should autoranking not be allowed? Give us one valid reason besides Dan didn't originally intend for it to be possible. Screw a fix, just leave it alone. If npc caps were raised and at various points in the future new npcs are created for the highest ranks there should'nt be any problem at all.

not only is autoranking perfectly fine and doesnt need a solution but tiered relays is an absolutly idiot idea. taking away autoranking takes away a varety of gameplay and tiered relays removes even more variety by not allowing all ranks to research the new stuff

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Thu Feb 28, 2013 5:03 pm
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blakespon wrote:
tiered relays removes even more variety by not allowing all ranks to research the new stuff


The legion missions were higher level stuff not all ranks can get what is wrong with more content like that?
Also didn't I say they could come from missions (which are tiered the last I knew), battle market (again tiered), NPCs (again tiered), and GP items (also can be tiered as some are). Why change the way things work. To give you guys what you want along with giving Dan a solution that stops auto ranking like he wants to. Do this and you both can be happy.

Look higher up in the posts I gave a reason why auto ranking should be limited at least.

How often do you guys level a day?


Thu Feb 28, 2013 5:18 pm
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Feldshan wrote:
How often do you guys level a day?


0-20x
just depends on what you happen to be doing at a given point in time. Some days you just sit back and collect resources. Some days you want to hunt some special holiday NPC's or something and kill stuff by the thousands.

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Thu Feb 28, 2013 5:22 pm
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Feldshan wrote:
blakespon wrote:
tiered relays removes even more variety by not allowing all ranks to research the new stuff


The legion missions were higher level stuff not all ranks can get what is wrong with more content like that?
Also didn't I say they could come from missions (which are tiered the last I knew), battle market (again tiered), NPCs (again tiered), and GP items (also can be tiered as some are). Why change the way things work. To give you guys what you want along with giving Dan a solution that stops auto ranking like he wants to. Do this and you both can be happy.

Look higher up in the posts I gave a reason why auto ranking should be limited at least.

How often do you guys level a day?


Anything that stops autoranking will not make me happy, and i know of hundreds of others who will be unhappy too, so there goes that theory that both can be happy.

At rank 2459, I can level as much as 4-5 times a day from npc'ing, more if i went strictly missions, which i don't because only missions left are repeatable missions.


------------------

Also lets get down to the bottom of a major issue here, which is Dan's constant ignoring(or middle finger if you prefer) of higher ranks, specifically his constant dodging of the issues at rank 2200+.

One person makes a thread about autoranking and its awfulness, which one person supports, Dan makes a post, saying imma fix this at some point, i just need time to work on it.

People make threads about the best NPC's disappearing at 2200, which over time and across many threads, accumulated dozens of people's support, for something to be done immediately...

Dan doesn't post any response to these, but a member gets a PM reply with a message meant to appease but is essentially a "fob off" reply.

Quote:
We've been adding replacements to various NPCs progressively, and don't have an ETA or imminent plans for change on any others specifically at the moment. Our focus right now is on the rollout of legion missions. Cheers


Then another thread gets a response from Maude(yay)...

Quote:
This issue will be addressed but right now resources are being focused on legion missions. Please bare with us.


but wait, i thought Maude was just a forum moderator, not actually someone that worked within the game development, and even then the message was to wait till after legion missions for it to even be discussed.

Ok well how about this.... we've been waiting for over 9 months now - viewtopic.php?f=7&t=23742&hilit=2200

At that time, legion missions weren't even thought about, and Dan just ignored the issue brought to light, including ignoring many in-game reports sent on the issue. So don't ignore or brush us off with your stall tactic bs, when you've had more than ample time to fix the issue at hand, well before your current pet project was born.

That to me is the most blatant case of a developer ignoring an important part of his userbase, one could even say the most important part too, as we're always the ones pointing out flaws within the game that need fixing, so when people get to the ranks to see certain things, they work as desired.

Is it any wonder that the number of issues being reported by high rankers has dropped off recently.


Thu Feb 28, 2013 5:27 pm
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StolenPlanet wrote:
I have said before that the true genius of the game is the ability to choose one's path and customize one's ship. What I find frustrating about the recent change is the feeling of "moving the goal posts" or "changing the rules" mid game. I have consistently been opposed to any changes that severely impacts a ship build AFTER decisions were made to build the ship based on the previous rules. For example, I spoke out against changes to the small ship and medium ship builds' damage cap, despite how unintendedly powerful they have become, because making such changes would undermine the planning some players have worked on for years.

While I don't feel like I have to be able to auto-rank per se, I do most certainly think that going 3 years into the game and now suddenly finding myself energy starved again is nuts. I would strongly ask that you consider some of the solutions offered in this topic; another tier of relays would be a great start.

^
THIS

I'd further point out that the whole 'metered activity' method sure doesn't seem to be working out too well for Zynga. Mafia Wars 2 and Cityville 2 both launched and flopped during GL's lifetime. One of the reasons I've stuck with GL is that eventually you can overcome the meter. I don't personally play constantly, but I do like knowing that whenever I sit down with it, I can do whatever I feel like. Just like in nearly every other competing game in the freaking universe.

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Thu Feb 28, 2013 6:34 pm
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Toastar wrote:
One of the reasons I've stuck with GL is that eventually you can overcome the meter. I don't personally play constantly, but I do like knowing that whenever I sit down with it, I can do whatever I feel like. Just like in nearly every other competing game in the freaking universe.



^This.

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Thu Feb 28, 2013 6:49 pm
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You can no longer collect resources if you have not ranked in the last 24 hours :lol:

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Thu Feb 28, 2013 7:24 pm
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I dont think auto ranking is a problem. It may be exciting at first, but later becomes a detriment. You can only open up so many planet slots until your costs become unfeasible. When unfeasible, mean you have to save up enough funds for 2 weeks to colonize a planet or a month to invade one...

People who auto rank choose to build their ship that way. I see it in retrospect now, remember this is coming from a high rank who lost out on npc's and has a paper ship build. If people want to auto rank, more power to them, but then do not complain about loosing out on content, but I dont think that Dan should be changing ship build and play strategy. There are certain players that slow rank on purpose too so that they can destroy everything in their rank range. I say, keep it the way it is and let the players decide what kind of build out they wish to have. Both have advantages and disadvantages

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Thu Feb 28, 2013 7:29 pm
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Absolutely Nothing wrote:
I dont think auto ranking is a problem. It may be exciting at first, but later becomes a detriment. You can only open up so many planet slots until your costs become unfeasible. When unfeasible, mean you have to save up enough funds for 2 weeks to colonize a planet or a month to invade one...

People who auto rank choose to build their ship that way. I see it in retrospect now, remember this is coming from a high rank who lost out on npc's and has a paper ship build. If people want to auto rank, more power to them, but then do not complain about loosing out on content, but I dont think that Dan should be changing ship build and play strategy. There are certain players that slow rank on purpose too so that they can destroy everything in their rank range. I say, keep it the way it is and let the players decide what kind of build out they wish to have. Both have advantages and disadvantages


That's a big reason why I don't see this as a huge problem. I've probably been able to auto-rank for over a year. But there's no benefit to it, so I don't. I could be level gabillion, and my reward would be no one to PvP with, a ton of open planet slots I couldn't fill, and lots of NPC's gone forever. At this point, I rank up as a side effect of playing the game. And if I do autorank, it's usually to finish up a level so I get a refill to fight a base. Leveling up is what I do to allow doing something else that's fun.

That said, the leveling up is not desirable - it's only something I do to get energy. If I were able to do the same amount of things in the game without leveling up, I honestly wouldn't care much. For example, if the xp costs were so high that it took a week to level *but* was I regenning my entire energy pool in a day (about as often as I level now), I'd still be happy. The problem with capping the energy refill isn't that it slows leveling but that it *caps gameplay.* (and for high-level folks, would cap it pretty low.) If you adjusted the leveling costs *without* lowering the amount of stuff a player could do in a day, I don't think you'd raise too many hackles.

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Thu Feb 28, 2013 8:09 pm
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As a suggestion of a way to steer rewards toward what Dan wants rather than punishing us, what about something like this:

Special Repeatable Mission Task
(Maybe doable once per week max)

Costs: 5x your total energy pool at the start of the week
Gives NO XP

Rewards: 1 Planet slot (Space for planets is the main benefit of ranking, so the player doesn't lose that incentive by doing this)
Rewards: Some drops and planet buffs or whatever
Rewards: Special Repeatable Mission Task Badges - the only way to buy a bunch of cool stuff in the Special Repeatable Mission Task Badge Store

The cool stuff would have to be pretty awesome, otherwise people wouldn't do it. The player could take longer than a week to finish, but the end cost might recalculate based on their new pool after a week.

Something like this would slow down leveling without gutting people's energy rewards. Some folks might do a completion incrementally over the course of months, some people might hammer it out every week. Point is, they'd be spending energy, slowing down their leveling, and not objecting to it because of the promise of cool stuff. Would everyone do the mission? Probably not. But if the rewards were cool, many people probably would, and the overall desired effect of slower leveling would be achieved without screwing people over.

It would also provide the added benefit of something to look forward to, which is the entire point of a game like this. (and why it's silly to take away troop carriers). The whole point of the game is to see what's over the next hill, finish that next project, etc. 'Only 4 more badges 'til I can by that Special Repeatable Mission Task Reward!' is what you want going through players' heads, rather than '4 more levels until I LOSE EVERYTHING'

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Last edited by Toastar on Thu Feb 28, 2013 8:28 pm, edited 1 time in total.



Thu Feb 28, 2013 8:24 pm
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Toastar wrote:
As a suggestion of a way to steer rewards toward what Dan wants rather than punishing us, what about something like this:

Special Repeatable Mission Task
(Maybe doable once per week max)

Costs: 10x your total energy pool at the start of the week
Gives NO XP

Rewards: 1 Planet slot (Space for planets is the main benefit of ranking, so the player doesn't lose that incentive by doing this)
Rewards: Some drops and planet buffs or whatever
Rewards: Special Repeatable Mission Task Badges - the only way to buy a bunch of cool stuff in the Special Repeatable Mission Task Badge Store

The cool stuff would have to be pretty awesome, otherwise people wouldn't do it. The player could take longer than a week to finish, but the end cost might recalculate based on their new pool after a week.

Something like this would slow down leveling without gutting people's energy rewards. Some folks might do a completion incrementally over the course of months, some people might hammer it out every week. Point is, they'd be spending energy, slowing down their leveling, and not objecting to it because of the promise of cool stuff. Would everyone do the mission? Probably not. But if the rewards were cool, many people probably would, and the overall desired effect of slower leveling would be achieved without screwing people over.

It would also provide the added benefit of something to look forward to, which is the entire point of a game like this. (and why it's silly to take away troop carriers). The whole point of the game is to see what's over the next hill, finish that next project, etc. 'Only 4 more badges 'til I can by that Special Repeatable Mission Task Reward!' is what you want going through players' heads, rather than '4 more levels until I LOSE EVERYTHING'

first part wouldnt work for low ranking slow rankers.
low pool and they dont want exp anyways so it doesnt cost much, and they are getting a free slot a week without ranking?
gotta change that a bit

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Thu Feb 28, 2013 8:28 pm
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Probably wouldn't be something that'd be available until higher ranks. It's essentially a holding pattern, kind of like how you can't do research contracts until you hit 47million research.

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Thu Feb 28, 2013 8:29 pm
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Toastar wrote:
Probably wouldn't be something that'd be available until higher ranks. It's essentially a holding pattern, kind of like how you can't do research contracts until you hit 47million research.

maybe requires 400 occupied planets?

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Thu Feb 28, 2013 8:40 pm
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KJReed wrote:
Toastar wrote:
Probably wouldn't be something that'd be available until higher ranks. It's essentially a holding pattern, kind of like how you can't do research contracts until you hit 47million research.

maybe requires 400 occupied planets?


That might work, or the planet slot idea is simply OP. As long as the energy cost didn't take weeks to do, it probably wouldn't be needed. Mainly I just wanted to present an energy sink that didn't give xp, but still had desirable rewards. (kind of like the legion mission items that cost 400 energy per use)

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Thu Feb 28, 2013 8:54 pm
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How about 100B credits upon completion? Invasion costs get ridiculous at those ranks.

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Thu Feb 28, 2013 8:56 pm
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if i choose to i could have put all my rank points into engineers and none into tactical officers, and i could have auto leveled up to 8k, but where's the point in it

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