It is currently Mon Aug 04, 2025 3:31 pm

All times are UTC - 5 hours





Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 210 posts ]  Go to page Previous  1 ... 12, 13, 14, 15, 16, 17, 18 ... 21  Next
Author Message
 Post subject: Re: History in the make for the Admins
PostPosted: Thu Oct 13, 2011 2:00 pm 
Major
Major
User avatar
 YIM  Profile

Joined: Wed Feb 10, 2010 2:21 am
Posts: 2755
Location: Chicago, Illinois
Gender: male
Quote:
In my opinion there is no strategically need for more than 24 delay. Even if I used it a lot, its pretty unrealistic and for that reason it shouldn't be there.


This is fine Ilona. I was just against Andrews post that said - "No oil will be given back, if you turn delayed squads, AFTER the first tick passes" Thats not fair. Today on M4 I set a delay for 2 ticks to attack this dude. I saw some more squads coming in, so the next tick, I reset my delay. If I am gonna be not given back oil for a DELAYED attack, which means the squad hasn't even left the outpost, I dont find that fair. I wouldn't find it fair, even if some oil is taken away for every tick passing until the delay ends. As long as squads are on delay, you gotta get back all the oil. The oil banking thing, is just something that is a side effect of this. But got talked about more :P

Anyway, to not be too discouraging, some of the updates have been really great. I noticed Michael reset the costly Energy costs for spies to the older limits, except adding spy pro using spies is 5 E costlier, which is no biggie. Secondly, spies have been made greatly powerful, and I am looking forward to some great strategic play in future eras. Will be a lotta fun.

_________________
Deadman - SYN
----------------
Image


Top
 

 Post subject: Re: History in the make for the Admins
PostPosted: Thu Oct 13, 2011 2:00 pm 
Second Lieutenant
Second Lieutenant
 Profile

Joined: Wed Mar 17, 2010 9:15 pm
Posts: 219
Yes 100% agree that a 24 tick attack is outrageous ...
But we do not set it for an attack.. And i see it like this with it being said 50 ticks were not even enough at sometimes... Well this will just draw the game into longer eras...

Because besides 1 or 2 worlds that boost all through the era hard .. Most rely on the above argument to move around and get things done .. the longer an era the less a booster will boost , this helping it to drag on , now correct me if i'm wrong but the beginning of era's is what accumulates the most money.. !!! ...... eras will be sitting up on earth worlds waiting forever and months waiting for oil !!! This will not make them boost harder.. just my opinion !

_________________
Image

Wins SYN UGTB AnD


Top
 

 Post subject: Re: History in the make for the Admins
PostPosted: Thu Oct 13, 2011 2:19 pm 
Lieutenant Major
Lieutenant Major
User avatar
 Profile

Joined: Sun Mar 21, 2010 3:02 pm
Posts: 1763
Gender: female
tdoc25 wrote:
Yes 100% agree that a 24 tick attack is outrageous ...
But we do not set it for an attack.. And i see it like this with it being said 50 ticks were not even enough at sometimes... Well this will just draw the game into longer eras...

Because besides 1 or 2 worlds that boost all through the era hard .. Most rely on the above argument to move around and get things done .. the longer an era the less a booster will boost , this helping it to drag on , now correct me if i'm wrong but the beginning of era's is what accumulates the most money.. !!! ...... eras will be sitting up on earth worlds waiting forever and months waiting for oil !!! This will not make them boost harder.. just my opinion !


Hmm.. I don't get you fully.
You played also with me. You know that I know for what its used :lol:
The 50 ticks was about one here, who managed it to send 20 tank squads into nirvana with delay.

Imo (don't kill me straight away) the problem of oil and energy is caused of to many units. As I started playing and i saw a guy with 25 full squads, I couldn't imagine how he did it. The last eras I played serious, we had 25 squads on tick 800 and increased it till it wasn't possible anymore (upkeep).
Heck, some of us sent even for a wreck 5 full squads.
We do oil saving because we need that much oil and energy in a war to move all those squads.
We add again and again spam squads with eta 74 till we have 30 or more...
Sorry, but if you think about this serious, its just ridicolous.
I know and can understand that no one wants to have less. But imagine all have less ... it would make things easier. I think you can have a pretty good war with 200 squads (10*20) instead of 500 squads and a lot of oil saving before.

And now .. go and kill me ;)


Top
 

 Post subject: Re: History in the make for the Admins
PostPosted: Thu Oct 13, 2011 2:39 pm 
Major
Major
User avatar
 YIM  Profile

Joined: Wed Feb 10, 2010 2:21 am
Posts: 2755
Location: Chicago, Illinois
Gender: male
I am not complaining about having less as such if everyone will have less. To me balance is when you reduce resources, but consequently reduce costs to keep things even. If you say increase gating E cost to max 10 per squad but keep the Energy production same, its not balance. Its done to force boosting. So right now, cost of launching 1 squad or gating 1 squad is same. Even though oil is restricted, you know that boosters can still build more. Now Andrews post suggested that you will lose oil EVEN for setting delays. And this somehow is supposed to bring balance. How is that possible? So if Andrews post was actually something that got implemented then, oil will be spent even for delays, but oil cant be saved and there will be no way to earn more oil. Only way is to buy.

But there are kids on this game that cant spend a lot. They will eventually find it outrageous to play. Also another thing to consider is people cherish the idea of more. As such launching 50 squads is more fun that launching 15 squads. People wanna have "stats" attached to their name, they even put it in their signatures. So that is something to be considered too. Restricting or limiting too much will also take away the fun in the game. I am sure even we folks who dont care about rank, power etc enjoy the idea of getting into a 500 squads battle and prefer it over fighting 50 squads.

_________________
Deadman - SYN
----------------
Image


Top
 

 Post subject: Re: History in the make for the Admins
PostPosted: Thu Oct 13, 2011 3:25 pm 
Second Lieutenant
Second Lieutenant
 Profile

Joined: Wed Mar 17, 2010 9:15 pm
Posts: 219
Very well said Deadman.... as well agree with the spies... it will be certain to this as being another awesome strategy to the game everyone can have fun and benefit from.....

_________________
Image

Wins SYN UGTB AnD


Top
 

 Post subject: Re: History in the make for the Admins
PostPosted: Thu Oct 13, 2011 5:18 pm 
Second Lieutenant
Second Lieutenant
User avatar
 Profile

Joined: Fri Apr 09, 2010 2:49 am
Posts: 231
As my time in F4 is now over and I resume doing things that I actually enjoy doing, here is a recap of what I tried to prove during these first 60 ticks

1. Removing the resource trading for tokens within the alliance is not only a huge abuse and borderline illegal, but also does not solve anything. As a proof the Emergency cool down at 1 allowed me to cap 5 admins first 25 ticks

2. BD staff and especially Michael are completely out of touch with the game and how it is really played, so not only are they inept at understanding the mechanics and what to improve but also completely clueless as to what updates are really needed and wanted. As a proof i managed to kill all their armies again and againand they hardly moved for 60 ticks, built no radars and no gates and without Ilona would probably be now ranked last.

3. No amount of newbs can compensate for strategic play, and so when changes are made they should be vetted by the pros as they know the game and its balance best, and not influenced by what a mass of newbs suggests. As proof i capped four BDS4 members (gained 3 crystals in the process) and safely relocated despite numerous spy attacks, jams and strong activity on the part of the newbs.

4. Michael is a stubborn pig headed person who puts pride before the best interest of the game. As proof I offered to join BDSA and teach them how BD is really played on my own time and money, and he refused saying he wants to conquer me first. Even a 5 year old should know better

5. Hope dies last but in BD it is in a coma these days...the best proof is the lack of reaction and change that all of this will bring.

Conclusion: things will not change my themselves as the people running and administering BD now are not capable of improving by themselves...they need to be forced to or replaced. If you want a better game and believe in it...push them to the limit. No other way.

I did what i could and thought best...surely not nearly enough.

D

_________________
Daemon of Zamorre
KoH, MGH, LWB, NWL, KoTu
Best rank:1
Most crystals: 1067
Veni vidi vici


Top
 

 Post subject: Re: History in the make for the Admins
PostPosted: Thu Oct 13, 2011 6:04 pm 
Senior Moderator
Senior Moderator
User avatar
 WWW  YIM  Profile

Joined: Thu Jun 30, 2011 2:48 am
Posts: 7985
Location: Fuyuki City
Gender: male
A little bit off topic but... I couldn't help it

Image

_________________
Image


Last edited by aister on Fri Oct 14, 2011 11:21 am, edited 2 times in total.

Top
 

 Post subject: Re: History in the make for the Admins
PostPosted: Thu Oct 13, 2011 9:38 pm 
Second Lieutenant
Second Lieutenant
User avatar
 Profile

Joined: Tue Jun 02, 2009 8:27 am
Posts: 269
Location: 1 ETA
Gender: male
Ofc you couldn't. Or didn't.

_________________
This game sucks; you have been fore warned.


Top
 

 Post subject: Re: History in the make for the Admins
PostPosted: Fri Oct 14, 2011 12:45 pm 
Site Admin
Site Admin
User avatar
 Profile

Joined: Tue Apr 21, 2009 5:47 am
Posts: 169
Gender: male
As part of seeing the consequences of 1tick cooldown, we increased the emergency boosts up to 24 cooldown.

regarding 'banking' of oil, we're simply in a long process to lower the amount of squads per player so everyone will have less
thus less oil will be needed in combat.

and right now it may feel that '500 squads' is a lot.
but that's just a perception of the current situation.

once we lower squads across the board, people will feel that 50 or 100 is a lot.

This is not to 'force' people to boost, its simply to make gameplay less time consuming.

it will also increase the perceived value of a single unit, and resource boosts will actually feel cheaper as they give you more for the $.

we'll keep tweaking the numbers to bring BD to perfection. and all that's required is patience, as it is a long process of trial and error.

_________________
Image


Top
 

 Post subject: Re: History in the make for the Admins
PostPosted: Fri Oct 14, 2011 1:18 pm 
Senior Moderator
Senior Moderator
User avatar
 WWW  YIM  Profile

Joined: Thu Jun 30, 2011 2:48 am
Posts: 7985
Location: Fuyuki City
Gender: male
Don't tell me u're going to increase the price for the units :(

_________________
Image


Top
 

Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 210 posts ]  Go to page Previous  1 ... 12, 13, 14, 15, 16, 17, 18 ... 21  Next

All times are UTC - 5 hours



You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group  
Copyright Tacticsoft Ltd. 2008   
Updated By phpBBservice.nl