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Preventive measures instead of reactionary
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Wolfy Minion
Joined: Mon Sep 05, 2011 9:16 am Posts: 2737
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Dan most of the time you adjust the game as we advance, adding NPC after people have gone past the old ones, leaving them bored until you make the new ones. Same with all content and glitches. You don't change something until people are so annoyed with it that there are hundreds of threads saying they want it change, a flame war and someone quits.
Instead of all that, why not just think a bit ahead see the problems as they are beginning to arise or before, nip them in the butt and avoid the angry mob that forces change.
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Wed May 15, 2013 7:23 am |
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blahblahblah
Joined: Sat Mar 03, 2012 12:36 am Posts: 665
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he needs to sort his #&$# out we're all damn sick of it.
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Wed May 15, 2013 12:46 pm |
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Sereomontis
Joined: Tue Oct 18, 2011 8:15 pm Posts: 476
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Wolfy Minion wrote: Dan most of the time you adjust the game as we advance, adding NPC after people have gone past the old ones, leaving them bored until you make the new ones. Same with all content and glitches. You don't change something until people are so annoyed with it that there are hundreds of threads saying they want it change, a flame war and someone quits.
Instead of all that, why not just think a bit ahead see the problems as they are beginning to arise or before, nip them in the butt and avoid the angry mob that forces change. Yep, predicting the future is easy. I agree that Dan needs to start fixing problems before they arise, but its not that simple, because first you have to know where the problems are going to be coming from. I'll admit, some are obvious, like NPC ranks and such, but there are things that are more difficult to predict.
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Sat May 18, 2013 8:11 pm |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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blahblahblah wrote: he needs to sort his #&$# out we're all damn sick of it. all minus 1 (me) it is a game, where only the GM (Dan) is the "God". After 15 years of xyz games I learned that well...
_________________ on tour
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Sat May 18, 2013 8:41 pm |
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TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
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blahblahblah wrote: he needs to sort his #&$# out we're all damn sick of it. YES, and this attitude would really help him realize the obvious problem... 
_________________ Why the $%&% are you looking at my signature for...?
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Sat May 18, 2013 9:08 pm |
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kirkeastment
Joined: Sun Jun 19, 2011 6:24 pm Posts: 2810 Location: UK
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TimeManipulator wrote: blahblahblah wrote: he needs to sort his #&$# out we're all damn sick of it. YES, and this attitude would really help him realize the obvious problem...  lol well asking nicely gets you no response, perhaps a DDoS attack would do the job, who knows....
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Sat May 18, 2013 9:11 pm |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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without his feedback, it is sadly only about guessing. We, including me, know that as it is not changed (rank cap 2200), people slowly quit GL. So far few, but because of this for sure.
wondering, what would happen, if the rank cap is moved to rank 9999... but not sure, how much grow the % of good and great planets in GL during 3 years and how much it would grow further. When there is plenty of AP production now and it would grow higher, what would be the result of it?
Asking from pure curiosity as I plan to play GL further and I would like to evaluate what is better in long term. I do not include to this autoranking at all, I see it as separate topic.
Thanks.
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Sat May 18, 2013 9:20 pm |
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playret0195x
Joined: Thu Aug 11, 2011 9:48 pm Posts: 2251
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Here's an idea: Rank X (The rank after Rank 9,999)
First, replace the Blade Harvesters, Troop Carriers, and LabPods with much rarer versions of them. Their rank cap would be at Rank X.
Rank X is the highest rank anyone can get to. After achieving rank X you can not earn any more xp, which means no free rank up refills. (To offset autoranking)
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Sat May 18, 2013 9:31 pm |
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kirkeastment
Joined: Sun Jun 19, 2011 6:24 pm Posts: 2810 Location: UK
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playret0195x wrote: Here's an idea: Rank X (The rank after Rank 9,999)
First, replace the Blade Harvesters, Troop Carriers, and LabPods with much rarer versions of them. Their rank cap would be at Rank X.
Rank X is the highest rank anyone can get to. After achieving rank X you can not earn any more xp, which means no free rank up refills. (To offset autoranking) lol, that's already in place, you know Dan. Gotta have a paywall beyond a certain rank(cough 4k).... quitting in droves.....
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Sat May 18, 2013 9:37 pm |
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Wolfy Minion
Joined: Mon Sep 05, 2011 9:16 am Posts: 2737
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Sereomontis wrote: Wolfy Minion wrote: Dan most of the time you adjust the game as we advance, adding NPC after people have gone past the old ones, leaving them bored until you make the new ones. Same with all content and glitches. You don't change something until people are so annoyed with it that there are hundreds of threads saying they want it change, a flame war and someone quits.
Instead of all that, why not just think a bit ahead see the problems as they are beginning to arise or before, nip them in the butt and avoid the angry mob that forces change. Yep, predicting the future is easy. I agree that Dan needs to start fixing problems before they arise, but its not that simple, because first you have to know where the problems are going to be coming from. I'll admit, some are obvious, like NPC ranks and such, but there are things that are more difficult to predict. People having infinitely growing hulls that make them impossible to kill while defending, The game servers unable to keep up with people clicking causing planets, NPCs, bases to take more hits than necessary and purgers going to waste Alerted planets wasting purgers People with 0 disables on the bt and spamming people The rank cap on several needed NPCs, (1200 and 2200 being the big ones) Module abilities being activated because they take up more space causing the arrow to drop when flipping through modules. Pillars having no stop warning and still saying the have double the effect on dysons metallics
All known glitches and problems. Some for a very long time, some becoming an issue. Doubles on planets, NPCs and bases were known for almost a year before anything was done. We tell him about plenty of glitches as they are found and he doesn't do anything until there is an overwhelming crowd demanding for change. He isn't going to do anything about any of the above until there is a mob screaming on the forums. That shouldn't be necessary imo.
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Sat May 18, 2013 11:25 pm |
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failname
Joined: Sun Nov 06, 2011 9:13 am Posts: 1695
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Wolfy Minion wrote: Sereomontis wrote: Wolfy Minion wrote: Dan most of the time you adjust the game as we advance, adding NPC after people have gone past the old ones, leaving them bored until you make the new ones. Same with all content and glitches. You don't change something until people are so annoyed with it that there are hundreds of threads saying they want it change, a flame war and someone quits.
Instead of all that, why not just think a bit ahead see the problems as they are beginning to arise or before, nip them in the butt and avoid the angry mob that forces change. Yep, predicting the future is easy. I agree that Dan needs to start fixing problems before they arise, but its not that simple, because first you have to know where the problems are going to be coming from. I'll admit, some are obvious, like NPC ranks and such, but there are things that are more difficult to predict. People having infinitely growing hulls that make them impossible to kill while defending, The game servers unable to keep up with people clicking causing planets, NPCs, bases to take more hits than necessary and purgers going to waste Alerted planets wasting purgers People with 0 disables on the bt and spamming people The rank cap on several needed NPCs, (1200 and 2200 being the big ones) Module abilities being activated because they take up more space causing the arrow to drop when flipping through modules. Pillars having no stop warning and still saying the have double the effect on dysons metallics
All known glitches and problems. Some for a very long time, some becoming an issue. Doubles on planets, NPCs and bases were known for almost a year before anything was done. We tell him about plenty of glitches as they are found and he doesn't do anything until there is an overwhelming crowd demanding for change. He isn't going to do anything about any of the above until there is a mob screaming on the forums. That shouldn't be necessary imo. Stop phucking whining about the damn cap. those above 2200 powerranked knowing they would lose them. Dan will add them, but not because of your whining, but because he think's it's time.
On the other bugs, yes. he's slacking there.
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Sat May 18, 2013 11:32 pm |
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PLURVIOUS
Joined: Fri Jan 06, 2012 3:10 am Posts: 1653 Location: Shredding NPCs and fantasizing about natural Dysons in this beefy UFO that I built in my basement
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I doubt Dan even reads these posts we address to him, let alone considers them. And seriously, he does NOT care about the players that don't buy GP. On top of that, he doesn't care about any one particular player who does buy GP. You'd have to organize a "Dan action committee" among players who all spend a minimum of $50/month to get any attention.
_________________PLURVION: Immortal GP Jedi and Loyal Distinguished Minion to Ms. T.  
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Sun May 19, 2013 1:03 am |
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