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 Post subject: Re: History in the make for the Admins
PostPosted: Wed Oct 12, 2011 7:55 am 
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First of all, the trade restriction. Why did u think the cooldown ticks is in place? To prevent people boosting too much. It would be better if you give ur boosted resource, which u are going to use, to a non-booster who are in an emergency. But no, of course there are times when u do that, but most of the time u used the trade to bypass the cooldown tick.


Cooldowns are there to even out the playing field yes. But this is not a frequent occurence. Most of the time, you trade resources though boosting, when you lose your army or when you start late. Also for example if a person has 600 units at tick 100, and others have 50 units, and If I was leader, Ill ask my member to send out tokens to others, so they can build up since for every unit, the guy with the higher number of units will have a higher price. Therefore token farming as such is not very effective. Its solely used as an aspect of teamplay under extreme need. Even this change was brought about because a person built his units up after he lost his army. And his team mates helped. Also remember, when one boosts he cant boost again. Its a team game, how much of metal an alliance has is what matters, not what an individual has.

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And then the oil banking, I'd agree that energy is a huge problem and I haven't used 50 squads to move around. I'd say yes if you make a res cap boost available in blue tokens or an increase in res cap itself. But I will say no for a way to, again, cheating the res cap.


Its not cheating the resource cap. First of all the resource cap itself does not make much sense. Its there just because you have to boost. Look at Unkys record a few eras ago on M1. The guy had 600 conquers and an income of 5000 metal per tick. In 3 ticks his resource cap would be full. Why should it be? He is earning isnt he? And he has worked for it. This is no communism lol. Therefore, finding innovative ways of earning more ingame is not cheating anything. Its strategy. Its something that should be encouraged.

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 Post subject: Re: History in the make for the Admins
PostPosted: Wed Oct 12, 2011 8:26 am 
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 Post subject: Re: History in the make for the Admins
PostPosted: Wed Oct 12, 2011 8:32 am 
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So that everyone understands what BD has become these days...so far in F4 I boosted exactly 270usd. Not a cent more.

In a normal era i boost 700usd, at the top i boosted 2500usd in E1 few eras ago

So..with 270usd I conquered an entire alliance and killed their subs. You will say they can rise again but they cannot. Simply because I killed all their armies, I have ops all over the world and I will force relocate them each in another corner, and overall their entire era start, expansion and score is ruined. In any pro era noone can recover from that. It is too much of a disadvantage towards the other top alliances who now control 5 times more res ops and territory and have triple the army.

270usd guys...that is how cheap a win in BD has become.

Think about it...I am done. I made my point. If you want to hear and listen fine, if not keep playing this charade.

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 Post subject: Re: History in the make for the Admins
PostPosted: Wed Oct 12, 2011 8:40 am 
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mfreak wrote:
Cooldowns are there to even out the playing field yes. But this is not a frequent occurence. Most of the time, you trade resources though boosting, when you lose your army or when you start late. Also for example if a person has 600 units at tick 100, and others have 50 units, and If I was leader, Ill ask my member to send out tokens to others, so they can build up since for every unit, the guy with the higher number of units will have a higher price. Therefore token farming as such is not very effective. Its solely used as an aspect of teamplay under extreme need. Even this change was brought about because a person built his units up after he lost his army. And his team mates helped. Also remember, when one boosts he cant boost again. Its a team game, how much of metal an alliance has is what matters, not what an individual has.

That's wat I call cheating the cooldown ticks. Imagine u have 9 other members and each one boost and send to you. Is it true that u will get around 10 boost in a tick, minimum 60k metal?

If u still can't see it, let's take a look at this.

60k metal from large metal boost in 24 ticks
30k x 2 = 60k metal from small metal boost in 24 ticks
50k x 2 = 100k metal from emergency metal boost in 24 ticks
In total you will get 220k metal in 24 ticks, which means near 10k per ticks.

I can see the res cap, but u can use all the res before recieving another wave of boosted resource.

Anyway, I'd say yes if you somehow make it possible to help other players without cheating the cooldown tick. Like a loan system, to make him send all the boosted resource back to you in 24 ticks. It's like a pay-later emergency boost. For example, u send me 6k metal from boost to help me at tick 100. Then at tick 124, 6k metal will be automatically sent from me to you, (of course, my metal res go negative) but at that time I can boost for metal again.

Quote:
Its not cheating the resource cap. First of all the resource cap itself does not make much sense. Its there just because you have to boost. Look at Unkys record a few eras ago on M1. The guy had 600 conquers and an income of 5000 metal per tick. In 3 ticks his resource cap would be full. Why should it be? He is earning isnt he? And he has worked for it. This is no communism lol. Therefore, finding innovative ways of earning more ingame is not cheating anything. Its strategy. Its something that should be encouraged.


I'd think back if you say we should remove the res cap, increase the res cap or have a blue res cap boost. But finding other way to bypass a rule, even if that rule is not good, is cheating. Innovative, yes, but still cheating.

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 Post subject: Re: History in the make for the Admins
PostPosted: Wed Oct 12, 2011 8:50 am 
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In total you will get 220k metal in 24 ticks, which means near 10k per ticks.


Yeah 220k metal for who? Not just the player, the whole alliance. Is the 220k metal better used by me or by my alliance as a whole? The alliance as a whole will profit better if those resources are distributed. Therefore token farming is not very efficient. Its usually done in very rare cases under extreme need. Secondly, usually you have more than one booster in a team so having everyones cooldowns open is a rarity. Lastly, noone actually has really done this either, so arguing about a extremely rare boundary condition as a reason for a change that affects practical everyday gameplay, is being too idealistic, which never works.

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Innovative, yes, but still cheating.


Like Ive quoted multiple times on this forum, if there is a stupid rule, change the rule. Dont take away an option. This is like changing the question according to the answer lol. Strategy is all about that. Strategy is not about following a pattern but about finding out innovative ways to survive and excel when faced with tough situations.That is not cheating by any means. If someone considers it cheating its just their opinion, but opinions should not factor in when you make decisions that affect gameplay.

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 Post subject: Re: History in the make for the Admins
PostPosted: Wed Oct 12, 2011 9:03 am 
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mfreak wrote:
If there is a stupid rule, change the rule.

That's exactly wat I want to say here. If you disagree with a rule, argue with BD team to remove or change it. Don't find a way to bypass it.

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 Post subject: Re: History in the make for the Admins
PostPosted: Wed Oct 12, 2011 11:14 am 
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Its not my job to argue with the BD team. I have a set of mechanics provided to me ingame and I use them in any way possible to gain resources. That is by no means wrong. Imposing limits on ingame mechanics, is restricting strategic play. That is not good for the game.

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 Post subject: Re: History in the make for the Admins
PostPosted: Wed Oct 12, 2011 11:37 am 
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Argue about it here

I've made a post and see if anyone has the same problems as you have. And till now I've received 100% no for any changes regarding the res cap.

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 Post subject: Re: History in the make for the Admins
PostPosted: Wed Oct 12, 2011 1:52 pm 
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Half the people dont have proper understanding of the issue. I wouldn't put much stock into their arguments.

Also your arguments are solely based on the assumption that the 3 points you have suggested IS the solution. No it is not. Keep the present system as it is, is what I would vote for. It allows for saving oil, while reducing delay times, which is kind of a balance I would reluctantly agree to.

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 Post subject: Re: History in the make for the Admins
PostPosted: Wed Oct 12, 2011 2:09 pm 
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First, why are you so focus on the oil banking? If the res cap is increased or removed, is it better than to send tons of units, unable to do anything?

Second, the reason I made that topic is because while I agree that some will have problems with the 15k res cap, I still can't accept oil banking to cheat the res cap.

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