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 Please Reconsider PvP/Trinity Drives 
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After seeing the new edition to the artifact market, i was rather disappointed. Now, ships are much stronger then they were before at higher ranks. It almost seems like pvp is slowly grinding to a halt at higher ranks, and to some extent for lower ranks now. I would like to suggest either

1) Make these amazing modules available to everyone, not just wallet warriors, and give us a way to counter effects of god modules.

2) Give us an in game way to earn GP, either by trading goods to lowbie ccers, or by accomplishing goals to which we are rewarded.

we have action limits. understandable, and a fair cap from the days of doo. BUT, then we had time manipulator limits. why? why penalize someone for serving justice on another player. if they got their action count up past 50, then they DESERVE to be raided/hacked 50+ times. if they didnt want that, then they shouldnt have gotten their action counters up that high. Then we got xecti. ok, its good for people who cant handle pvp, and want to hide. or at least make it a chore to kill them. Understandable to some degree. Then, we had the gemini cannons. 10% of a players hull gone instantly. i mean, really? for players with extremely high hull, this can well exceed the damage cap. Now, we have the trinity core drives. thats an extra set of velox thrusters on a players ship. and when youre battling opponents who have a base exceeding 10k defense, velox thrusters in accordence with these new drives make pvp near impossible.

I have heard some interesting ideas. Modules that get weaker as the player levels, or modules with varying stats when players targeting them are on either side of their level, such as becoming more powerful when higher ranks attack, or becoming less powerful when low ranks attack.

Another idea for these trinity drives is to simply add an additional cost onto them. Give them an effect that forces all offensive actions to cost double energy. ie, attacking would cost 10 energy. Invading a planet would cost 30. While this would be a 'small' cost, it would add up quick, and cause only non pvpers to want to gain these modules.

My last idea for this slow decline of pvp, is to give 'pacifists' the ability to exclude themselves from all forms of pvp. This would mean no invading planets, no npcs, no bases, and no ship vs ship combat. but, their ship would be immune to attacks. It offers players a way to exclude themselves from what SHOULD be the primary object of this WAR GAME. but give pvpers a fighting chance to fight the big guys. its a complete one sided fight considering most of the god mods are only available to high ranks in the first place.

And, as a sarcastic afternote, make a 'spaceville' version of this game where players build their ship to fight npcs, and when they 'scan' a planet, a new planet is generated so no player ever has to find another player's planet. Player missions can spawn bosses which would incorporate the legion system, and at the end of the day, no one is challenged because theres no way to lose the game.

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Thu Jan 26, 2012 4:02 am
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Vekno wrote:
2) Give us an in game way to earn GP, either by trading goods to lowbie ccers, or by accomplishing goals to which we are rewarded.

They will NEVER give us an ingame GP thing other than the extremely rare daily reward. You should feel lucky that you get that in the first place.

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Thu Jan 26, 2012 4:06 am
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Rarek wrote:
Vekno wrote:
2) Give us an in game way to earn GP, either by trading goods to lowbie ccers, or by accomplishing goals to which we are rewarded.

They will NEVER give us an ingame GP thing other than the extremely rare daily reward. You should feel lucky that you get that in the first place.


this was a semi-sarcastic post, trying to ask for a way to counter the amazing penalties we get on pvp now. IMO the badge market should have closed when the base comm interlinks were released. the reality transfuser is a joke. these trinity drives are a joke. it seems the new content being released is only to make dan more money... which is fine to some extent. but when a game becomes a moneymaker over a passion, thats when the game dies. so, dan may as well hand out gp if he's going to be releasing more stuff like this. pvp is the only thing left to do at higher ranks, and when thats done, he's going to see a steep decline in his income when players start to move on.

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Thu Jan 26, 2012 4:10 am
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I think the reality transfuser is fine. If someone wants to shell out 64 gp for an effect on 1 planet that's fine.

I really dislike the trinity drives, and where that could be pointing the future of the game. If similar mods come out for other stats it will only get worse. Raising defense is a bad enough, but if you really want to peg someone down tossing a few more emp's on them is an option.

Any similar artifact that raised

Scan: would mean cc players could scan more planets than anyone else
Cloak: Could conceivibly make them immune to battle tab hitting if scan cap can't reach them
Energy: Well... I really doubt he would do something like this for obvious reasons
Attack: CC becomes better at invading than competition by a wide margin.

Dan may as well make the type of game with "premium" and regular players if items like this continue.

If items from CC sales are the new future of the game, it may also be the end.

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Thu Jan 26, 2012 5:11 am
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If dan makes this game so people who pay get better content then the free players personly I'll jump ship you know what other game does that? Ruinscape that sick joke of a game.
Long story short a winning online game is one where the free player can get the same content as the pay to play group but they have to work harder for it.
Also ive noticed for sometime that most of the new ideas only get to be enjoyed by the higher ranks its common sense yes they are the loyal player base that earn dan his paycheck but if you start to make the game to where any new person has to go thru a horde of higher rankers thats wanting to beat there face in most will stop playing and without any new blood the game will die.
But i got a idea that makes this a little easier to deal with make some of the Gp items sell-able in the upcomeing trade system or even better make GP a sell-able item itself dan still gets his money and the game doesnt get broken.

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Thu Jan 26, 2012 5:48 am
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neogoterra wrote:
make some of the Gp items sell-able in the upcomeing trade system or even better make GP a sell-able item itself dan still gets his money and the game doesnt get broken.

+1

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Thu Jan 26, 2012 5:51 am
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neogoterra wrote:
But i got a idea that makes this a little easier to deal with make some of the Gp items sell-able in the upcomeing trade system or even better make GP a sell-able item itself dan still gets his money and the game doesnt get broken.


thats similar to what i was thinking. that way everyone is back on the level playing field.

but i'm not sure if i completely agree with your statement of new content shouldnt only be for high ranks though... there is already content that can be unlocked as a midrank, and 'new' content is always available to low ranks onwards through the biweeklys. Higher ranks deserve new content. Now, do they deserve god modules? no. those should not even be in the game. but, they do deserve new missions, and new npcs, because after a while, the only thing left are energy sink npcs. and whats the fun in grinding, if what your grinding isnt worth your time? i can honestly say that i was slowly starting to like pvp more than npcing because of the xp return rate. you simply dont get that 4.0 ratio at high levels with npcs anymore. but now another pvp penalty has been introduced, forcing players to give up or at least slow down on yet another aspect of the game... and honestly, at high levels, the missions are done, the npcs arnt worth it, and now pvp is too penalized to continue. its like... why bother? you know?

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Thu Jan 26, 2012 5:58 am
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after you kill everything , do all the missions, grab all the cool stuff, research everything , pimp your ship, and max your base THEN the real game begins !

spaceville ! lol


seriously tho , vekno does have a point

but i still love this game and will continue to play it no matter what ! i have met some really cool people i never would have otherwise

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Thu Jan 26, 2012 6:09 am
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i dunno..... i think it was about time Dan threw in one more GP-only ship module (though i was thinking someone less... controversial... like a ship module that gives a small % on all production)

.... well... anyways... we should expect another in the next 1-2 years

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Thu Jan 26, 2012 6:13 am
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One way Dan could counter this would be to have a weapon that gives a % based increase to attack... but only when attacking!

Maybe call them Berserker Cannons!

EDIT: Forgot to mention, that you should be able to get these through a mission or through the CTL.

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Thu Jan 26, 2012 7:37 am
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Hansolocal wrote:
One way Dan could counter this would be to have a weapon that gives a % based increase to attack... but only when attacking!

Maybe call them Berserker Cannons!

EDIT: Forgot to mention, that you should be able to get these through a mission or through the CTL.


how would that work?? you have to pay GP for the Trinity drive, but you propose that we get these percentage based attack modules through a mission or CTL.

as people have stated in this thread already, practically everything is enjoyed almost solely by the high rank players or players that have disposable income.

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Thu Jan 26, 2012 8:03 am
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KxG Ryoko wrote:
Hansolocal wrote:
One way Dan could counter this would be to have a weapon that gives a % based increase to attack... but only when attacking!

Maybe call them Berserker Cannons!

EDIT: Forgot to mention, that you should be able to get these through a mission or through the CTL.


how would that work?? you have to pay GP for the Trinity drive, but you propose that we get these percentage based attack modules through a mission or CTL.

as people have stated in this thread already, practically everything is enjoyed almost solely by the high rank players or players that have disposable income.

It would work by off-setting the affects of the Trinity-Drive, but it's still something that everyone can have without paying. Only works when attacking other players or NPCs, not planets and not when you are on the defense. Meaning it negates the percentage bonus (to some extent) of a defending ship that has a Trin-Drive.

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Thu Jan 26, 2012 8:12 am
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Hansolocal wrote:
KxG Ryoko wrote:
Hansolocal wrote:
One way Dan could counter this would be to have a weapon that gives a % based increase to attack... but only when attacking!

Maybe call them Berserker Cannons!

EDIT: Forgot to mention, that you should be able to get these through a mission or through the CTL.


how would that work?? you have to pay GP for the Trinity drive, but you propose that we get these percentage based attack modules through a mission or CTL.

as people have stated in this thread already, practically everything is enjoyed almost solely by the high rank players or players that have disposable income.

It would work by off-setting the affects of the Trinity-Drive, but it's still something that everyone can have without paying. Only works when attacking other players or NPCs, not planets and not when you are on the defense. Meaning it negates the percentage bonus (to some extent) of a defending ship that has a Trin-Drive.


My issue with your suggestion was that you have to pay for the defensive boost, but everyone can get the offensive boost for free. hell, Dan could easily edit the artifact slightly and let people choose between 50 defence and 8% defence boost OR 50 attack and 8% attack boost.

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Thu Jan 26, 2012 8:22 am
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KxG Ryoko wrote:
My issue with your suggestion was that you have to pay for the defensive boost, but everyone can get the offensive boost for free.

How is that a problem??? Most people are here complaining that Dan is making PvP harder! This will only make people PvP more, giving them what they want.

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Thu Jan 26, 2012 8:30 am
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Hansolocal wrote:
KxG Ryoko wrote:
My issue with your suggestion was that you have to pay for the defensive boost, but everyone can get the offensive boost for free.

How is that a problem??? Most people are here complaining that Dan is making PvP harder! This will only make people PvP more, giving them what they want.


You want a module that will negate a paid effect, but you want that module for free. That's gonna discourage people(especially those who don't want to PvP) from buying the Drives, because they've basically paid for something, and are getting jack for it.

Not everyone PvPs. some people are strictly NPC, others do missions. You want Dan to cater to the PvPers and high ranks even more than he already does?

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Thu Jan 26, 2012 8:38 am
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KxG Ryoko wrote:
You want a module that will negate a paid effect, but you want that module for free. That's gonna discourage people(especially those who don't want to PvP) from buying the Drives, because they've basically paid for something, and are getting jack for it.

Not everyone PvPs. some people are strictly NPC, others do missions. You want Dan to cater to the PvPers and high ranks even more than he already does?

It won't negate it, it will merely partially offset it. There is a difference. For the people that don't PvP, or only do missions, they don't need Trin-Drives, they only need halycons and calming amps, which are by far superior to the Trin-Drives. What I suggested will work for both NPCers AND the PvPers. From my point of view, that pretty much covers everyone.

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Thu Jan 26, 2012 9:06 am
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KxG Ryoko wrote:
Not everyone PvPs. some people are strictly NPC, others do missions. You want Dan to cater to the PvPers and high ranks even more than he already does?


i have to disagree with you here. high ranks are not catered to with pvp. high ranks are severely penalized with pvp because of new 'additions' that make it near to impossible to achieve anything.

Hansolocal wrote:
It won't negate it, it will merely partially offset it. There is a difference. For the people that don't PvP, or only do missions, they don't need Trin-Drives, they only need halycons and calming amps, which are by far superior to the Trin-Drives. What I suggested will work for both NPCers AND the PvPers. From my point of view, that pretty much covers everyone.


i agree with you that there needs to be something to negate this module if it remains a gp module. as you said, it would help everyone, and then wallet warriors can 'pay' to have this new attack module negated. which seems fairer, well, fairer than just leaving the module as is.

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Thu Jan 26, 2012 10:40 am
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Vekno wrote:
i agree with you that there needs to be something to negate this module if it remains a gp module. as you said, it would help everyone, and then wallet warriors can 'pay' to have this new attack module negated. which seems fairer, well, fairer than just leaving the module as is.

Actually, I said that the attack module should be something everyone can have without paying for (either through missions or CTL). People who want to pay can have the defensive module as well. So, it either helps overcome the effects of the Trin-Drives, or gives you a boost with PvP/NpC.

Those who don't PvP can simply use calming amps and halycons. Therefore, everyone wins.

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Thu Jan 26, 2012 10:59 am
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I'm going to copy what I said in the topic about this from the pub ...

Vette wrote:
I'm just going to throw this out there ...

I've read all the posts so far ... how unbalanced this is, how unfair it is to mid-ranks, etc ... how it will kill pvp ...


Solution: Throw 3 EMP Spheres = Enemy is BELOW their BASE defense (i.e. negate velox thrusters and these modules). Player has base of 15000 def. 15000*1.05*1.05*1.05*1.08*1.08=20254. 20254*0.9*0.9*0.9=14765. Congratulations, you just completely negated their velox thrusters and these new 'broken' modules. Throw more EMP Spheres and you could get an easy 'free' kill.

Dan hasn't done anything about the fact that you can spam the -atk and -def arts at a ship and disable it. So, Throw the EMP Spheres, Null the traps, get the disable, and stop whining? If you want the modules, do the free Facebook credit offers and get the modules for free.

I'm confused why people think this will kill pvp ... pvp is worthless when you can spam EMP and get a free disable. As it is, a players' kill stat only shows how many times they can click ... it has no baring whatsoever on how good their ship is.

If I were truly concerned about pvp (and not concerned because I won't want to spend money to get these modules) I'd be asking Dan for some overhauling on the whole pvp system and not whining over a couple of modules that are easy to get around ... but, perhaps that is just me.



And in response to the OP:

Vekno wrote:
1) Make these amazing modules available to everyone, not just wallet warriors, and give us a way to counter effects of god modules.
They are available to everyone. Do the free Facebook credit offers (there are a couple that don't require personal information, you do 'tasks', these are quick and easy) ... so, how are these not available to everyone?

2) Give us an in game way to earn GP, either by trading goods to lowbie ccers, or by accomplishing goals to which we are rewarded.
See the above ... do the 'tasks' and get free Facebook credits to get free GP ... what other way do you want? These 'tasks' take five to ten minutes tops ... can't get much quicker than that.

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Thu Jan 26, 2012 1:18 pm
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Hansolocal wrote:
Actually, I said that the attack module should be something everyone can have without paying for (either through missions or CTL). People who want to pay can have the defensive module as well. So, it either helps overcome the effects of the Trin-Drives, or gives you a boost with PvP/NpC.


haha, i apologize if i didnt articulate myself correctly. i was trying to say exactly what you said in the quote. i completely agree. that way the attack will be part of the game, and the defense can just be a ccers way of 'nullifying' the attack module available to everyone.

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