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 Issue with the nerfed base repair change 
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Joined: Fri Jun 17, 2011 5:58 pm
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I understand that the nerf to base repairs is to help make higher level bases easier to take, but it really hurts us "low" level guys too. The other problem is that it pretty much ruins the usefulness of the fortifications ability since you'll now have to use your once per 4 hour repair to fill that empty hull up. And when it expires in 4 hours, you have to waste it again.

Could there at least be a change made so that when you use the fortification buff that the added hull is already repaired? Not a full repair, but just repair the amount that is added. So if you are at 20k out of 40k hull left, and you do a fortification buff that gives you 10k, you would now have 30k out of 50k hull (you keep the 20k damage you already sustained). Since the fortification buff can not be reapplied while it is already on, this can not be exploited as a cheap big repair either.

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Sun Aug 21, 2011 7:59 pm
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The fortification is still effective because it still doubles the repair we get.

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Sun Aug 21, 2011 8:17 pm
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from 10% down to 3% is extraordinarily significant. I've seen full staff mmorpgs make such significant changes in various gameplay settings and it's always, and without exception, a mistake. NOT changing and tweaking - that's appropriate and often necessary, but immediately significant broad and raw cuts.

Analogy - Tweaking is done using fine tuning, you know, the little knob when such significant changes are made when one already almost has that radio station set just right... when you use the big know you shoot past the station.

Some percent changes in increments until you get to the setting that seems balanced and appropriate. Say, maybe from 10% to 6/7% see how it goes, then if appropriate to go lower, than perhaps 4/5%. Changes done at around 20-33% increments more readily land in that sought for range of balance.


Sun Aug 21, 2011 9:28 pm
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how about having the hull regenerate at a certain percentage based on the number of fixers ? make it small, and slow , but still useful

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Sun Aug 21, 2011 10:18 pm
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yea it has been made less effective but with that it does make the other abilities more use full which I think they should be even or why have them.

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Sun Aug 21, 2011 10:58 pm
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Grindor wrote:
I understand that the nerf to base repairs is to help make higher level bases easier to take, but it really hurts us "low" level guys too. The other problem is that it pretty much ruins the usefulness of the fortifications ability since you'll now have to use your once per 4 hour repair to fill that empty hull up. And when it expires in 4 hours, you have to waste it again.

Could there at least be a change made so that when you use the fortification buff that the added hull is already repaired? Not a full repair, but just repair the amount that is added. So if you are at 20k out of 40k hull left, and you do a fortification buff that gives you 10k, you would now have 30k out of 50k hull (you keep the 20k damage you already sustained). Since the fortification buff can not be reapplied while it is already on, this can not be exploited as a cheap big repair either.



Well why not wait for your hull to go down and THEN do the full repair? My legion always has a Officer or Leader constantly monitoring Base Status while we are locked on by another legion.

Also, This new update hurts both low level and high level bases, the thing is, most of you low level bases would not have survived anyways(hay, its the truth) and this is good because now Higher level bases are FAR more easy, still not really easy though.

To wrap this up I support the change fully.

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Mon Aug 22, 2011 1:11 am
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I love the nerf! It made level 6+ way overpowered with maxed out hull modules with 100% repair every 4 AP.. It made level 6+ farming not worth it at all. It still isn't worth it cuz of only small linear reward.. Once Dan increases reward for taking down higher level bases then we can finally start to farm higher level bases instead of picking on level 4s that we had been doing so far..

I understand that it makes our level 7 base weaker but no longer invulnerable I think and I fully welcome that! I never like anything that makes us invulnerable! It is BORING and it's rather game unbalancing effect. I hate anything unbalanced.. 10% repair per fixer is WAY unbalanced.. 3% is good number I believe.. Will find out when we fight against level 5s and see how good it is. We probably start that ONLY if Dan increases the reward for killing level 5+

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Mon Aug 22, 2011 1:23 am
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I have to agree with Nocifer on this.

Without some added incentives, no one is going to go after level 5+ even with the repair nerf. Still not worth it.


Mon Aug 22, 2011 3:17 am
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once aging the negativity on every change... can you not see the bigger picture.

As it is now lv 4 and lower bases are the only one worth attacking, and we kill them in a mater on mins. We have killed lv 6 base a few times but it was a major drain of recourses to achieve that.

Frankly a drain that was not worth it, because now I only use about 200-400 energy and the base at lv 4 is dead. no point in moving onto a 5+ when it is so easy to kill the lv 4.

However with the change it will make larger bases a lot more challenging to defend, seeing they can not refill with only 4 points, as they are doing now.

the only reason the lower lv get hit so much now is the reward is not there for going after the larger ones yet. But this nerf will increase the potential legion to start going after the larger bases.

And if the rewards are improved that will also improve the chances I assure you.

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Mon Aug 22, 2011 3:43 am
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Chris24markey wrote:
once aging the negativity on every change... can you not see the bigger picture.

As it is now lv 4 and lower bases are the only one worth attacking, and we kill them in a mater on mins. We have killed lv 6 base a few times but it was a major drain of recourses to achieve that.

Frankly a drain that was not worth it, because now I only use about 200-400 energy and the base at lv 4 is dead. no point in moving onto a 5+ when it is so easy to kill the lv 4.

However with the change it will make larger bases a lot more challenging to defend, seeing they can not refill with only 4 points, as they are doing now.

the only reason the lower lv get hit so much now is the reward is not there for going after the larger ones yet. But this nerf will increase the potential legion to start going after the larger bases.

And if the rewards are improved that will also improve the chances I assure you.



I guess I'm missing the posts where anyone is expressing negativity to needing a change... The repair WAS in need of a tweaked reduction. If you don't mind, would you please quote what inspired your all encompasing: "once aging the negativity on every change... can you not see the bigger picture."


Mon Aug 22, 2011 6:24 am
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Its the only thing that really protects some people we have 3 fixers used to repair 30% not much but now it only repairs 9%. Higher ranked legions go through that easily. Atleast boost it up to 5%. It was hard enough for level 4 bases now that this was reduced by 7% per fixer we wont even be able to give them a good fight.

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Mon Aug 22, 2011 9:36 am
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I'm sure that there was a reason that the emergency repair was put back by 7%

And anyway, if you want to stand a chance against high ranked bases then put better weapons and defences on it

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Mon Aug 22, 2011 9:44 am
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keep in mind everything was based originally on 24 hour battles...

first, the timer was cut to 8 hours because people complained how long it'd take to get all the battle market items
now, the emergency repair is cut down to 3% per fixer so that people run through their AP at a rate relative to what Dan intended

next we'll need to have a 24 hour rest period after a base is disabled.... or AP will need to be restored at a rate of 1/3rd max (+3 per warp arch) every 8 hrs instead of 24 hours

it'll be a non-stop chain of changes....


I would've been happier though if Dan would have just gone back to a 24 hour timer when locking lvl 5+ bases

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Mon Aug 22, 2011 9:50 am
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Drejen wrote:
I'm sure that there was a reason that the emergency repair was put back by 7%

And anyway, if you want to stand a chance against high ranked bases then put better weapons and defences on it

Our bases have the best defenses possible for our level. We can hold it a long time but now we cant hold out at all.

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Mon Aug 22, 2011 10:20 am
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Oggie wrote:
Chris24markey wrote:
once aging the negativity on every change... can you not see the bigger picture.

As it is now lv 4 and lower bases are the only one worth attacking, and we kill them in a mater on mins. We have killed lv 6 base a few times but it was a major drain of recourses to achieve that.

Frankly a drain that was not worth it, because now I only use about 200-400 energy and the base at lv 4 is dead. no point in moving onto a 5+ when it is so easy to kill the lv 4.

However with the change it will make larger bases a lot more challenging to defend, seeing they can not refill with only 4 points, as they are doing now.

the only reason the lower lv get hit so much now is the reward is not there for going after the larger ones yet. But this nerf will increase the potential legion to start going after the larger bases.

And if the rewards are improved that will also improve the chances I assure you.



I guess I'm missing the posts where anyone is expressing negativity to needing a change... The repair WAS in need of a tweaked reduction. If you don't mind, would you please quote what inspired your all encompasing: "once aging the negativity on every change... can you not see the bigger picture."


I think the word, "Negativity" was used in the place of "Disapproval of the new Change".

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Mon Aug 22, 2011 3:26 pm
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Joshball98 wrote:
Drejen wrote:
I'm sure that there was a reason that the emergency repair was put back by 7%

And anyway, if you want to stand a chance against high ranked bases then put better weapons and defences on it

Our bases have the best defenses possible for our level. We can hold it a long time but now we cant hold out at all.


Pay members to become Fixers?

I have heard that Higher up Legions pay members to be Sabs.

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Mon Aug 22, 2011 3:30 pm
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Lone.Lycan wrote:
it'll be a non-stop chain of changes....


[/quote] once aging the negativity on every change... can you not see the bigger picture. [/quote]

[/quote]I think the word, "Negativity" was used in the place of "Disapproval of the new Change".[/quote]
It's possible, however he does pointedly reference every change.

Big picture:
The bases, stats, benefits, etc are evolving. They are intended to evolve. That will include few to many times of tweaking. By coming to the forums and providing feedback we are providing Dan with data. He in turn weighs the pros and cons of varying concerns. That does, however, mean that feedback is necessary. In this thread I saw expressions of concern, if fellow players choose to see that as only complaining, then the guts of the feedback appears to have been ignored or lost on some of our fellows.

Throughout the forums I see on overwhelming quantity of attacks when at times this person or that is merely providing more feedback for Dan to weigh. Sometimes it is griping, yes agreed!, MOST of the time it is just feedback. Expressions of concerns and preferences peppered with what-ifs.

Dan is just a man working with a lucrative FB app/ game idea, and at times ponders over his own computer(s?) with "could I's and should I's" while working to maintain or implement some sense of balance. He can't be expected to imagine every situation and use and he shouldn't be expected to do so. Here are just more perspectives for him to work with, fair enough?


Wed Aug 24, 2011 1:12 am
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Well, since the repair and hull boost was basically the only useful repeatable combat thing, maybe it will now be supplemental and not the primary base combat ability. We really need something similar for shields, like overcharging or something. Also instead of 10 fixers = total repair which was ridiculous, it's unlikely you will have 33 fixers for 100% repair per use.

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Wed Aug 24, 2011 6:43 am
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there's already a buff that improves the amount of shield you have,... more physicists = more shield = more shield recharged per tick...

10 physicists = double shields, effectively doubling shield recharge as well

60 aerlen physicists = someone complaining that Dan needs to nerf them too

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Wed Aug 24, 2011 10:59 am
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