Re: R61 Changes
Quote:
The total damage and cap will stay the same, but will take longer time |
Re: R61 Changes
Quote:
Quote:
Regardless of that, 2.5 allies (150 members) will still easily put over 200 fleets on an alliance of 60, still exhausting them of def (remember, lower D/C also goes for deffleets!) after roughly 100-120 incoming fleets. For the attackers to still all attack at the optimum time, they will generally require more targets and as such it will likely lead to fewer waves on more targets. This means the only likely difference from now is instead of 3-5 waves on 20-30 members that get targetted now, it will be 2-4 waves(4-8 ticks) on 30-40 members. So for individual members it will likely mean less roidloss, but the roidloss will be spread among more people in that alliance, leading to effectively the same loss for the defending alliance and the same GAINS for the attackers, and thus the same incentive for alliances to flock together while attacking. Furthermore, because alliances will require more targets in the optimal timeframe, instead of planets getting incs once every 2-3 nights during this gangbanging, planets will more likely get incs once every 1-2 nights. And as those incs will show up during a longer timeframe (3-7 ticks instead of 3-5 ticks) players have to be around longer to arrange def. Add this to the fact that you will need to do more calcs both defensively and offensively (fleets recalling, additional fleets arriving etc) the game will effectively become way more timeconsuming, and players will burn out that much faster. Back in the day, you could effectively go weeks without getting major inc. With the small universe we have now, not getting incs for 3 days straight is a blessing. |
Re: R61 Changes
Quote:
To put it short, if the waves show up on a wider time spread, yes they are easier to cover. Top gals these day seems to be able to cover a lot just on cross def ingal, and im pretty certain this will be easier with multi battle ticks. If the attacker can only stay for one tick, cus there was some "late def" showing up, it will cut down on the roidlosses. If a alliance have to spread their attacks over more gals, yes it will be harder to land for roids. I also would claim that to make MBTs to work, you would have to cut down on planets per gal. Quote:
Quote:
People will just not claim and attack planets wich is skinny on roids. Ive actualy experinced multiple times that members have been trying to cheat the system, and attack outside of raid or outside of the set LTs. Quote:
Having too many waves over a short time period makes DCing harder. During heavy wars in the past(FAnG R45-R49) and Spore(R51-55) it was very common for us to make sure all waves appeared at the same tick to make DCing even more confusing, putting in mind that their members perhaps only had to wake up one time each night to send out all their 3 def fleets, we found this way more effective. I dunno wich alliances you were playing for back in the days, but it was pretty common for me in both PA and P-L-A-N-E-T-I-A to get incs every night i had roids worth attacking, and it still seems to be the same even today. Im sure RainbowS, not being in any "major" wars this round have had members with 150-200 incs so far, so going 12 hours without incs "on average" would be a blessing. |
Re: R61 Changes
Quote:
|
Re: R61 Changes
Quote:
|
Re: R61 Changes
Can we make all shipclasses same eta then? I already struggle launching / landing / returning my bs fleet in time to launch another attack and I don't plan on getting up at ungodly hours to send my shippies in a browsergame. (I'm not 17 anymore)
|
Re: R61 Changes
Quote:
You cannot attack every day with bs then if you gotta launch at night, and PL is the only option :o |
Re: R61 Changes
Quote:
|
Re: R61 Changes
I'm just gonna put it simply: Multi-tick combat does not work with the current PA, adding more challenge and time consumption to a game that already takes a shitload from the active players will just cause less babysitting for the majority and they'll crash more, get roided more and emoquit even more. There's a lot more than just 2-3 tick combat involved, it affects so many aspects in so many areas of the game that one might not spot at first look. Think about calcing all of the ticks for both def and att, do inc scans get a change to show how long the ships stay, what if there are different ships coming on one of the ticks and so on. I could play a round like this in summer or x-mas rounds, but not on a proper round, 7-8 weeks of pretty much constant PA just doesn't work for me, even if I am online like 28/10.
|
Re: R61 Changes
Also, I keep wondering who are these players that suggest these things... Multi-tick attacks "has been suggested by the players" spoke with several "proper" players and no one knows anyone who has suggested it in the last few years, same with the galfund change "has been suggested by the players" and no one is stepping up to be one of those suggesting players... from what I hear, neither of these came from #alliances (or at least from the actually active players in there).
Can someone pls step up as the suggesting player for these? |
Re: R61 Changes
not sure they'd be found in planetarion suggestions forums, surprising that these are the ones getting picked and not the ones people have asked for with backing
|
Re: R61 Changes
I have this theory that they decide these ridiculous changes that no one has suggested so that they can forget about PA quicker
|
Re: R61 Changes
Quote:
As we have allready put clear is that it will lead to less night time attacking, less mass wavings, and less incs. The crashing will stay the same, the ship killing will perhaps increase. |
Re: R61 Changes
absolute rubbish!!
|
Re: R61 Changes
Quote:
|
Re: R61 Changes
Quote:
This depends on how BCs decide to set up attacks in response to the change. Less night time incs only if alliances decide that each wave now takes up 2 ticks/3ticks/however long an attack lasts. Thus spreading out attacks. OTOH alliances may decide that if all incs are the same ship class - alliance strategies are heading this way anyway - then its OK to allow waves to overlap. This would mean no change to the current levels of night incs. A third option would be to start attacks earlier rather than let them go on until mid morning, arguably even worse than what we have now. I dont see how it reduces mass waving at all, indeed it potentially makes it worse since its easier to reinforce an attack that looks like it might be going to fail. |
Re: R61 Changes
Quote:
And i think my points are all valid |
Re: R61 Changes
You have a silly habit of assuming and pretending that all of your opinions are held by the majority of the community.
|
Re: R61 Changes
Quote:
|
Re: R61 Changes
Or maybe, just maybe, it could be you - and the MH Team
|
Re: R61 Changes
Quote:
|
Re: R61 Changes
Quote:
You and a few stragglers may think it's a good idea but you and your chums do not equate to half the community. Now I personally haven't played with multi tick attacks, it sounds on paper like a complete horror show. From what I'm getting this means that 3 Xans could in theory 3 fleet me for 18/27 hrs (depending on 2 or 3 tick decision) and all have only launched once and gone offline? Leaving me with a whole day of dcing, is that right?? I am drawn to conclude that this idea was never meant to improve gameplay it's merely the final nail banged in the coffin so there is a big enough player drop off to close the game for good |
Re: R61 Changes
Quote:
Yet there are people who still keeps presisting even after this round has well settled, that something else than stats being awfull being the truth. So often, most of the community dont got a clue how small changes will alter the game on a larger extent. Is this multi battle tick change premature if its implented next round? Sure, i can agree to that. Will it kill of the game? Certainly unlikely. Will it make the game more time consuming? Perhaps some things will be more time consuming, others not. Having played both P-L-A-N-E-T-I-A, and PA-PaX-PaN, i can say that from my experince, how PA is today is pretty boring, and your whole round can be "ruined" in a matter of a night, a tick, or a day. MultiTickBattles will certainly make sure that this can be changed, taking stats tuneing to another level, and make alliance wars more interesting. |
Re: R61 Changes
Quote:
|
Re: R61 Changes
Quote:
|
Re: R61 Changes
Quote:
|
Re: R61 Changes
Quote:
Over 4 hours that your not awake during night time, it will bring you from 1000 roids to 300, with 2 hours battle tick 15% cap rate it will bring you down to around 500 roids over the same period of time you are sleeping. People keep saying that to do well in this game, you are dependant at waking up each night, or being awake the whole night more often than you are sleeping through the night. Will this help on this matter? yes, certainly. |
Re: R61 Changes
Butcher, neither lethality nor cap is dependent upon multi tick combat. So still I don't see what your point is. If you want to fix those it can be done just as effectively in single tick combat.
Did not Shhhh a couple of rounds ago want to introduce a much less lethal set of stats which had massive armor? The community seemed to hate the idea. I will however accept that the change to multi tick combat provides an impetus to make these changes. It is just unfortunate that there is little evidence these are changes the community wants. |
Re: R61 Changes
Quote:
I think the cap rate is fine atm. And the stats set i will make for the possibole upcomming change of combat ticks will perhaps have more same class targetting ships, and more ships that fire at the same init. Massive armored stats in current PA makes roidswapping more possibole, and im pretty sure people feared that it would become a round like last round, where people sometimes didnt even check their targets for def due to the nature of XP. Some parts of the community wanted these stats set, Kaiba being one, so what the community wants is pretty split in opinions. Even though the community dont like the idea of multicombatticks, they might want the benefits that multibattleticks can/will bring to PA. Obviously there are pros and cons. |
Re: R61 Changes
Quote:
2) "But I really, really, really think so" is not a refutal. 3) "Some people are dumb" is irrelevant. 4) "But I am not one of those people" is the Dunning-Kruger effect in action. |
Re: R61 Changes
Quote:
#4 Maybe i will be proven wrong in my theories multitickbattle, time will tell. |
Re: R61 Changes
i dont get all the fuzz about this multi tick combat - if its prooven to be fail it can be removed after 7 weeks...
lets assume you lower cap rate to 12.5% each wave with allowing 2 tick attacks and 4 ticks defence: now lets assume an alliance is raiding your galaxy - you get exact the same amount of incs like now - just you have it spread over 2 ticks instead of 1 , while the defence i actually beeing able to fly there for 4 ticks so thats 1) an additional tick of finding defence for wave2 of your incs and 2) also it enables all defenders deffing your 1st wave to defend your 4th in addition now if we think about yourself beeing hit by 1 class over 6 ticks (instead of 3) its actually only 2times now you have to arrange yourself defence, once for the first 4 ticks and a second time for the ticks after i dunno, but i think thats making defending a lot easier ( at least in this hit by the same class scenario) and for not recieving any defence you end loosing 6 waves with 12.5% roidloss - instead of 3 waves with 25% roidloss also at the same time a pod fake will only be able to roid you the first tick of a battle (if your active enough to set your homefleet to fight for the second tick) i agree that it will make PA more random, less predictable, less calcable (did the xan send real?, half?) and it will probably require some more effort calcing your attack (10mins instead of 2mins!?) maybe we will see more unexpected battles, more spectacular battlereports and generally have a few mins more of victory compared to now imo its worth a shot |
Re: R61 Changes
I dont think defence should be made out to be 4 ticks
|
Re: R61 Changes
Quote:
Quote:
Quote:
Quote:
You won't see more unexpected battles, nor will they be more spectacular, as the intrinsic game-mechanics of never losing more than roidgain/salvage/xp can cover doesn't change through the implementation of multi-tick battles. If you want more battles, there should be a system that rewards actually fighting battles, that is the only encouragement that people need to fight more battles. If you end up seeing more battles in this system, it will be at the hands of an increased lack of skill or decreased general activity, but not because of any benefits that multi-tick battles provide. As far as the increased requirement of effort for calcing attacks (and defence), I am personally not willing to commit to that, for the simple reason that this game already requires a fair bit more effort than i am able/willing to give at the times the game requires it. It's only acceptable for me to increase my efforts if it comes with an increase of return, but alas, multi-tick battles mean my efforts will likely see a decrease of returns. as a) Faking will be less effective, as every decent player can cover it the 2nd and 3rd tick, especially with the big gaps in ship costs we have seen in recent stats. b) An increase of available time to send def means general chances of landing for the same amount of roids is lower. c) As of yet, there is no change announced to how XP gains from attacks are handled, which likely means that the netprofit you get landing 2 ticks of 15% (total 28%) cap will be lower compared to the 1 tick of 25% you get now. anyhow, that's my pennies in the bank again. |
Re: R61 Changes
Didn't this game have multi-tick combat for like, centuries?
|
Re: R61 Changes
Quote:
|
Re: R61 Changes
how about trying 1 tick attack 2 tick def for a round instead?
|
Re: R61 Changes
Quote:
If you give any set a 20% cut in eff, it might make offensive stats a little less offensive, as they generally rely on having effective low-init ships (or a severe lack of ally-eta defensive ships), and make defensive stats little less defensive as you could land relatively small losses to gain the same amount of roids/xp. Ofc, a lot still relies on the nature of the stats themselfs. |
Re: R61 Changes
Quote:
|
Re: R61 Changes
What is really bugging me is that PA team have invested 3 rounds of development into an idea that 'no-one' has asked for yet have seemingly put 0 seconds of thought into any of the top 5 suggestions/requests on PS. The amount of ppl who have commented on late starters for example and yet nothing from PA team about, then they pull this shite from nowhere. Why????
|
All times are GMT +1. The time now is 09:59. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©2002 - 2018