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 Post subject: Re: Updates - June 29th
PostPosted: Tue Jun 30, 2009 9:58 am 
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Quote:
-Downgrading an upgraded outpost now gives you 300 Metal.


I don't remember if someone has already mention this but it doesn't work as well
Yes, I have to downgrade an op before I can raze it but I received no metal

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 Post subject: Re: Updates - June 29th
PostPosted: Tue Jun 30, 2009 10:26 am 
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Currently, I can not see the ticks of a colony that I conqured, if its rebelling or not.

I just had a colony ninja rebel on me..


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 Post subject: Re: Updates - June 29th
PostPosted: Tue Jun 30, 2009 10:28 am 
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Daganev wrote:
Currently, I can not see the ticks of a colony that I conqured, if its rebelling or not.

I just had a colony ninja rebel on me..


Alright. That's definitely not intended.

Xeder wrote:
Quote:
-Downgrading an upgraded outpost now gives you 300 Metal.


I don't remember if someone has already mention this but it doesn't work as well
Yes, I have to downgrade an op before I can raze it but I received no metal


Great(!) I'll pass it on.

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 Post subject: Re: Updates - June 29th
PostPosted: Tue Jun 30, 2009 10:40 am 
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I'm not getting the crystal bonus. I've got 13, my alliance has over 100, yet I'm getting nothing for crystals. When will the bonus take effect?


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 Post subject: Re: Updates - June 29th
PostPosted: Tue Jun 30, 2009 12:18 pm 
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Steven wrote:
Lord of War wrote:
I wanted to say that I think any update that DECREASES the amount of resources a colony gets is a step backward in my opinion.

One of the best parts about the new client is the increased resources - since everyone receives the same percentage I don't see any issue of balance in everyone getting more resources. But what I do see is more units and more energy and more action which adds up to more fun. That is why having 2 ticks per hour but increasing the minimum attack to 6 ticks is so awesome - it means we all get twice as many ticks to do stuff but we still get the same amount of actual time to defend from attacks.

So basically I want more resources - everyone wants more resources - why would you ever make the amount of resources everyone get LESS?


We had people getting... 220 metal/oil per tick not including conquers. With conquers it went as high as 800. We added in resources for crystals and relics. Keeping the production so high would've been so unbalanced and would make things far too cheap compared to the income (Imagine someone being able to make a nuke, or even 2, a tick)



220 - 800 and even up to 1000 is not astronimically different numbers than the old client where nukes cost 500 metal so the argument about making a nuke each tick is not valid (in the old client there was a time when I could have made 3 nukes every tick).
But honestly I don't see why making 2 nukes every tick would be a problem - its not like people are gonna continually build nukes - that's just completely illogical.

There is still no reason to decrease resources - there is no issue of balance here. Besides - by decreasing the percentage of resources the STRUCTURES create actually makes it so lower ranked colonies with zero or few conquers are at a greater disadvantage since all or 90% of their resources come from the structures - while higher ranked players with just as much if not more taxation coming in as resources from workers will not feel the crunch as badly.

All things being equal - more is more - and my point still stands - we all want MORE! We want to build MORE units and move them around MORE and attack MORE colonies and defend MORE of our allies and rebel MORE and attack our conquerers MORE and fight for relics MORE and gather MORE crystals and do MORE satellite scans and set off MORE spy attacks and MORE and MORE and MORE. But NOOOoooo - what do we get?

Less...

Seriously - do you want people to actually play this game? Or do you just want to deprive and frustrate players to the point of giving up or forgetting they ever created a colony. Cuz if your goal is to get people to NOT play you are doing a bang up job by giving them less resources. Which means they will build less units and attack less colonies and go for less crystals and pretty much care less and less until they don't care at all and all Kane has left are 50-100 outposts which he can use to quickly conquer any new player that happens to pop up in the limited area of the EASTERN HEMISPHERE - that is - if Vincent doesn't get there first.

I could go on and on about this but I would say now is the time for me to talk .... Less.

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 Post subject: Re: Updates - June 29th
PostPosted: Tue Jun 30, 2009 12:46 pm 
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Quote:
220 - 800 and even up to 1000 is not astronomically different numbers than the old client where nukes cost 500 metal so the argument about making a nuke each tick is not valid (in the old client there was a time when I could have made 3 nukes every tick).
But honestly I don't see why making 2 nukes every tick would be a problem - its not like people are gonna continually build nukes - that's just completely illogical.


Sorry for the bad example. I was giving an (Albeit, bad) example of why the higher resources were bad. It's fair point that you want MORE, MORE, MORE... But we've decided that a small (5%) decrease in production was the best way to go. Compared to the old client, you're getting about 80% MORE MORE MORE than you did before - one of the reasons we decreased it is to stop there being too much (Think: if you have too many resources, far too much can happen between log-ins.)

Quote:
and all Kane has left are 50-100 outposts which he can use to quickly conquer any new player that happens to pop up in the limited area of the EASTERN HEMISPHERE - that is - if Vincent doesn't get there first.


You should tell that to Kane, his ego seems to be pretty much intact :P The Eastern Hemisphere doesn't seem to be a small empire to have. And reducing the resources actually increases the competition for conquers.



Also note that this isn't a final change, and there is definitely room for change. I'm just telling you why we decided to change it this way. Don't think i'm just shrugging you off.

Quote:
Besides - by decreasing the percentage of resources the STRUCTURES create actually makes it so lower ranked colonies with zero or few conquers are at a greater disadvantage since all or 90% of their resources come from the structures - while higher ranked players with just as much if not more taxation coming in as resources from workers will not feel the crunch as badly.


Less production from structures = less taxation. Not that much, though. For conquers you're probably losing... 5% of the previous taxation. It's really not that much. Especially with the changes such as Crystal and Relic income (You're getting More More More there) and when you break protection you gain workers and energy.


Thanks for your feedback, LoW, mind if I contact you?

Thanks alot,
St.Even

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 Post subject: Re: Updates - June 29th
PostPosted: Tue Jun 30, 2009 1:31 pm 
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Fixes:
-Crystals and Relic income has been fixed! Crystals are 1 m/o per tick for 5 (in the entire alliance) and Relics are 10 m/o per tick (for the entire alliance).
-Conquers now are blue! (Again)
-You can now see conquer ticks and control ticks that are non-maxed on allies and ally's conquers.

:)

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 Post subject: Re: Updates - June 29th
PostPosted: Tue Jun 30, 2009 1:51 pm 
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may be misunderstanding again here, but resource production was only cut by 5%? Even with the crystal and relic bonus implemented, my resource production per tick is down 39.52% from what it was prior to the latest update. Before taking a couple of new conquers and having the That includes a couple of new conquers, so the actual percentage would have been slightly higher. Running the numbers, without those two new conquers and the crystal and relic bonus, I lost ~45% of my resource production per tick due to this update. If anybody else only lost 5% of their resource production, I have a problem with that. Fair is fair, no matter who you are.

I agree with LoW. Sure, I want more resource production per tick so I can do more. Sure this sounds greedy and selfish, but it's not. Each and every player on E1 will be getting the same proportionate amount of resources, so it's fair. If a new player was making 100 metal and oil per tick, and suddenly he drops to 55 m/o per tick, that hits him hard, and diminishes his chances of actually fighting back. Prior to the update yesterday, I was making 721 metal per tick and dropped to 406. It hurts my future plans, but who does it actually hurt worse, me or the new guy?

I thought that part of the reasoning behind the implementation of the new client was to make fighting it out the status quo. With this resource cut (taxation without representation?) I'm more apt to take a defensive posture and wait it out. It makes it where staying at home and quelling conquers is preferable to venturing out and waging war on the big boys. Build units, defend, repeat..........


Last edited by cbuzz24 on Tue Jun 30, 2009 1:59 pm, edited 1 time in total.

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 Post subject: Re: Updates - June 29th
PostPosted: Tue Jun 30, 2009 1:58 pm 
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Metal production has been dropped from 20% to 15% (Which is either 5% or 25% depending on which way you look at it) and oil back to the old client value.

However, 100 crystals in your alliance gives 20 Metal/Oil per tick, which is the equivalent of the 5% metal loss with 400 workers. 200 is obviously the equivalent of the loss with 800 workers.

It's also possible to get MORE workers now (As Outposts don't eat into your maximum workers, but your worker income) which can increase your income by alot if you used to have alot of outposts.

Thanks alot,
St.Even

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 Post subject: Re: Updates - June 29th
PostPosted: Tue Jun 30, 2009 2:01 pm 
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i cant login how he doesnt load after login in world 2 and 3 that are the worlds where i play
when can i login normaly?


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