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Unread 22 Apr 2014, 13:29   #1
wades209
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first round back

Hi guys.

This was my first round back in a couple of years. I thought I would give some feedback to see what you guys think. I know some of my thoughts/suggestions will not appeal to some of the long term players but my aim is to highlight issues for getting new players to join.

Firstly I have been lucky this round I think. Been in a alliance which is doing well and was in the top 100 planets most of the round and top 20 galaxies.

The biggest problem with PA for beginner, solo or player who can't be on 100% is it is near impossible. All the solo planets out there have less than 300 roids normally and if the sneak up they just get raided over and over. Therefore your only option is to join an alliance... so hear leads to the next problem... to be in an alliance you need to be very active (which is fine if you want to push top 100) but if you can only play part time you are not wanted.....

So being in an alliance and being active is great but with such massive divides in ally numbers plus silly agreements (allys 1,2,3,4 all working together for example) means the smaller allys just get picked on (great fun for only top 4-5 allys) I understand having a great alliance and lots of people is good tactics but its takes any possible competition out of the game.... My suggestion is that alliance limits are dropped a great deal. I know allys would align with each other but it would stop mass defence and make it more of a challenge.

A long time ago when I used to play gal defence was the key.. This works if you are in a buddy pack but not if you are solo. If you happen to be in a gal who has a ally buddy pack your ally are fighting against you end up with no def again (happened to me this round). Ally def always takes importance over gal def now. Therefore for beginners and part time players you have no back up and just get exiled all the time!

Structure Killers are a big problem I think.. There is nothing a smaller planet can do when 10x covered on a massive wave by an ally including SKs. I had a 4 wave att against me including SKs with x10 def.. only the top 3 allys have the ability to stop that type of inc.. So having SKs just adds more to the unfairness. I lost over 900 roids in those 4 waves and lost a load of ships (my fault ). Is that enough to lose all that as it takes a number of days to replace? Having lost 900 roids I also lost around 25 structures! and there was nothing I could do about it!

I know there are a lot of people who play that will disagree, and I guess most will be established players for a number of rounds who sit in the biggest alliances. I have spoken to many players throughout the round who feel the same and are frustrated with the current set up.

My suggestions would be as follows.... (and some very radical I know)
1. reduce ally limits to 30 max (I would remove them and play gal on gal)
2. remove SKs or make them only target amps and dists.
3. look at BPs so solo planets aren't so alienated.

There has to be a way for players to be able to play still if they can't be on 24/7?

Sorry I know this is long. The point was to highlight where I think the game can improve to gain new players and to make the game more balanced. The current set up in my opinion only favours the big alliances.

Please comment and let me know your thoughts.. there maybe a lot I have missed off.

Last edited by wades209; 22 Apr 2014 at 16:07.
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Unread 23 Apr 2014, 03:12   #2
fortran
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Re: first round back

Your view is very one-sided imo. Suggestion 1 would change completely the way the game is played nowadays and still the game would be leveled by activity, as playing solo is limited as it was supposed to be. If you ask for changes that makes easier for you to atk solo, that also means you and your gal will have more trouble defending yourselves and vice versa.

Also, the less you rely on your ally, the more you must rely on yourself. If you cant atk or defend properly you can either choose one(offense or defense) and/or choose a style of playing less dependent on roids(cores/structures + cov op). Last round a solo player ended #77 with xp(and crashing) lands only for example.

Even though your suggestion about the sks is good. SKs the way they are used just demotivates people. That use suggested would be a more tactical one. Destroyed structures could be rebuilt with the spent of resources without the need to be put in the queue too. Other adjusts could be done so bottom feeding could be also less rewarding or xp from lands could be better.
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Unread 23 Apr 2014, 05:20   #3
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Re: first round back

removing SK's is a cotton wool approach. PDS should be introduced instead
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Unread 23 Apr 2014, 10:29   #4
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Re: first round back

First off thanks for investing the time to come on this forum and show us your perspective. I also returned this round, late starting as a scanner after a few years of absence. Found that besides dwindling player numbers not much had changed. Perhaps even shocklingly little.

About PDS, don't know if we need more stuff that shoots. How would you see it? I like to think landing a fake with only pods is a beautiful thing, unfortunately that also means bottom feeding is sometimes easier. If it targets only SK, dunno.

Back to OP, I don't like #1. PA is set up like a game of organisation, changing alliance limit probably doesn't do much to change it. In fact I can see it creating an even larger call for activity in the alliances, leading to more division between the active and inactive. There'd be more allies, yes, but also more naps and maybe sister tags.

If there's 5 very active 30-man and 5 inactive 20-30-man alliances, do you think it would be very different from how it is now? Could just mean less chance of defence for the less actives. Maybe make an alliance for less actives and see what you can do together. I dunno either tbh :P

Imo it's still very possible to play for galaxy. You just need to communicate, be on at least twice a day, which is pretty much the minimum anyway. Can ask your galmates for targets, defend them and receive defence. But you need to talk to them, can't just sit there being inactive and expect they will come to your aid. Not saying you do that, but I see it happening plenty. BP size is already reduced, so there are more randoms in galaxies. As far as I've been able to tell most it's done is just reduce gal chatter and interactivity. And yeah, if your ally is fighting your gal's ally, you can expect no def. I can live with that :P

I do like SKs hitting amps/dists, maybe finance/military centres too?
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Unread 23 Apr 2014, 11:07   #5
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Re: first round back

I said this in another thread is that all that needs to happen with SK's is they need to not hit FC's and Refs. That is everyones main gripe, when income is hit ontop of losing roids.

I would actually like more SKs in the game. I would like them available in DE/FR classes aswell for everyone, not just Xan. They have an important role to play, they are good for removing dists or amps from those that whore them, they are good for taking out Sec centres to allow more covops, they are also good for removing factories which can stunt production. I actually think they arent used enough and the silly tabooness of them is completely unwarranted. Hell you lose more to astropods and stealships each round than you do to SKs so why is one unacceptable and the other two not?

Its like the fact that shipstats allow for 'clean' lands in a war game, its absolutely ridiculous, can anyone find a battle in history where one side has had no casualties?

I am trying to make time to make a statset where you cannot have combat without taking a value loss, which i would love to include the removal of run and hide**. I think maybe that is what the game needs, where all the 'kewl kids' who mass value and never risk anything except to attack with numerous escorters and guarantee easy roids.


** A thought whilst writing this would be that Run and Hide only came into play if you were being attacked by more than 200% value(planet value not fleet value, like a better way to use the bash limit) than you have. So if you 1-2 people were teaming on you then any fleet at home would fight, if you got lolwaved by 4-5 then it would 'scatter and hide'. Run and Hide option should be auto-on though to prevent people bashing to steal pods from inactives.
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Unread 23 Apr 2014, 11:26   #6
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Re: first round back

So its oki to kill dists from distwhore(which is a very poor way to play already) but its not oki to kill refs/fc which is a good way to play already? Id rather have it the other way around, so bad strategies can become more viable giving players more options.
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Unread 23 Apr 2014, 11:29   #7
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Re: first round back

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Originally Posted by Plaguuu View Post
So its oki to kill dists from distwhore(which is a very poor way to play already) but its not oki to kill refs/fc which is a good way to play already? Id rather have it the other way around, so bad strategies can become more viable giving players more options.
Im not saying what is ideal, im saying what will stop people moaning about them. I think the PA team should say F**k you and just give them to every class and make them onclass then people would just have to deal with it rather than saving them for war or starting wars over their use.

But PA is ridiculous, supposedly some ROCK HC sends his alliance to war when he gets roided...
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Unread 23 Apr 2014, 19:32   #8
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Re: first round back

iirc Sk's were used to kill PDS back in the day, PDS got removed SK's stayed...
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Unread 23 Apr 2014, 21:00   #9
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Re: first round back

SK's were supposed to be a way to counter distwhores for alliances. As back in the day, the PA-Team was of the opinion that for every strategy (however weak) there should be a way to counter it.
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Unread 24 Apr 2014, 22:42   #10
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Re: first round back

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Originally Posted by Blue_Esper View Post
iirc Sk's were used to kill PDS back in the day, PDS got removed SK's stayed...

Structure killers were introduced WAY after PDS was removed.

I can't recall the reasoning for adding them, but I like it. Anything that makes people cry at PA is fking hilarious.
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Unread 25 Apr 2014, 00:22   #11
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Re: first round back

SKs FTW , only fun that left in this game
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Unread 26 Apr 2014, 15:12   #12
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Re: first round back

Cool thing point the problems u saw..
I believe making ppl lose value in any combat is a nice idea.
Something have to change, so people that cant be 24/7 active still can play and aim for good ranks. Not the best rank, but a good one.
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Unread 26 Apr 2014, 15:25   #13
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Re: first round back

Quote:
Originally Posted by Joseph
Cool thing point the problems u saw..
I believe making ppl lose value in any combat is a nice idea.
Something have to change, so people that cant be 24/7 active still can play and aim for good ranks. Not the best rank, but a good one.
You don't have to be active 24/7 though. There's a big difference between being active 24/7 and being available 24/7
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Unread 26 Apr 2014, 15:34   #14
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Re: first round back

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Originally Posted by Cochese View Post
I can't recall the reasoning for adding them, but I like it. Anything that makes people cry at PA is fking hilarious.
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Unread 26 Apr 2014, 16:59   #15
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Re: first round back

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Originally Posted by eksero View Post
You don't have to be active 24/7 though. There's a big difference between being active 24/7 and being available 24/7
As my english sux so much... I cant argue with u in this terms...
But in portuguese active=ativo=Frequent=Present=Attendant
So i cant see this biggggg difference
If u can answer a phone at any time and run to pc, so imho u are active/avaible.

A doctor who works late night in an hospital cant play pa, bcoz he is not avaible to be active/online when needed.

U cant play pa in your relaxing times, as any other hobby.
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Unread 26 Apr 2014, 21:45   #16
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Re: first round back

It's very possible to play pa in a relaxing way
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