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 Post subject: New Newbie Protection
PostPosted: Mon Nov 04, 2013 11:41 am 
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Soo I'm not a huge fan of the new protection for newbies. It will slow down the game a LOT especially for fast tickers. I mean G1 is gonna have relics out before newbies are out of protection! If newbies need more protection it is likely because they aren't on enough in which case they should play a slower tick speed, not get more protection.

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 Post subject: Re: New Newbie Protection
PostPosted: Mon Nov 04, 2013 12:04 pm 
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im surprised this was even considered, and even more so to find out it was so long. 300 ticks is a long time to wait. even if more ticks were to be added i would think like 50 or so would be added. im not in support of this at all. then again i didnt like the whole agent idea at first but i think its better than it was before.in the interest of everyone, i hope this is only a trial and that if its not productive that it will be repealed, or at least have amount of protection repealed, especially on 3 tick worlds


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 Post subject: Re: New Newbie Protection
PostPosted: Mon Nov 04, 2013 12:07 pm 
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its too much... that will be 600 for 6 ticker...


so never play a 6 ticker now even 2,3,4 will suck .... dumb update

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 Post subject: Re: New Newbie Protection
PostPosted: Mon Nov 04, 2013 1:26 pm 
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An update cater to the newbies.

this benefit the newbies in faster ticks since they will have more time in protection to learn about the game and kinda make it harder for the non-newbie players in the same server.

as a player who regularly play 3 ticker, I have quite a mixed feeling about this. On one hand, it would mean 300 ticks without half of my conquer tax. Not to mention the newbies will be a lot stronger than before. As a non-booster this hit me pretty hard. However, on another hand, newbies would be able to survive better on a faster server.

I guess I will see how this will turn out and give this update a benefit of doubt...

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 Post subject: Re: New Newbie Protection
PostPosted: Mon Nov 04, 2013 1:58 pm 
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The problem is here clearly the different understanding of new players.

For you, they are food. Something that gives you tax, power and workers.

For us, they are new players who will hopefully like the game and stay.

Since a few weeks, I am in charge of the 'support' as well as the 'contact' emails we get. The amount of players who ask : "how am I supposed to like the game when I just left it for 1 day and got conquered!" is way to high.

No wonder that the population on fast worlds is decreasing that drastically that we are once again facing the issue if we'd do better when we close them.

Its a test right now. If it has more negative impact than a positive - we will just remove it again :)


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 Post subject: Re: New Newbie Protection
PostPosted: Mon Nov 04, 2013 2:21 pm 
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Non boosting players will suffer in fast tickers.
They wont be able to move on without those tax in most important part of the game.

Seriously it may act as a god's gift for newbies.
but inreturn putting the non boosters in pretty big challenge :)

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 Post subject: Re: New Newbie Protection
PostPosted: Mon Nov 04, 2013 2:24 pm 
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I agree with Ilona

To you they are only noobs but think about when you first started playing the game u wouldn't like it if you got conquered.

so the people that are new have hope for this game and have come to try it out if they get driven out as soon as they start instead of countering the people quitting it will help the people quit more

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 Post subject: Re: New Newbie Protection
PostPosted: Mon Nov 04, 2013 2:30 pm 
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Ilona wrote:


No wonder that the population on fast worlds is decreasing that drastically that we are once again facing the issue if we'd do better when we close them.

Its a test right now. If it has more negative impact than a positive - we will just remove it again :)



- Should be good to test at least. .. I to some extent agree with the raised concern ...but this will also promote true powerplay... as powerraising will require newer levels of patience.. .. should be good and interesting to see the results of this test :D

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 Post subject: Re: New Newbie Protection
PostPosted: Mon Nov 04, 2013 4:31 pm 
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Well, I'm going to disagree with this change. Simply because yes, I like to get my income from newbies one way or another since I don't boost and there is only a limited amount to get from resource OPs. However, 90% of the income I get from "farming newbs" are those that log in once and then never log in again. Well, 90%.. Maybe more. The other 10% that DO actually play usually break out of protection before the 100 tick marker since they will be wanting to participate and play. There's no real fun in Battledawn if you are staying in protection and not being able to attack stuff, you don't really learn to play that way either.

I understand the point of guarding newbies, wanting to train them, wanting them to stay in the game. But if we are going to change stuff, I would prefer to create more simple ways to train newbies and get them in contact with over players over simply keeping them locked away from the rest of the world (aka under protection) which severely limits the interplay they have with the rest of the players. Yes, you can message. Yes, you can build up structures but hey, what's BATTLEdawn about? Those that actually are going to play are most likely to break out of protection anyway.

Either way, what I would much rather see now that we are on the point of training newbies and keeping them in the game is to:

1. Rename "being conquered". Because honestly, it sounds so final. Why not name it "raided" or something of the likes? Raided is just an idea, I just don't like the term of being conquered. You can still do pretty much everything you normally would, you don't have to pay anything to your conqueror and you gain the advantage of others not trying to conquer you.

2. My most important suggestion in all newbie related threads: Get a good sidebar chat! How many people do we have here that are active on the forum, that would lurk the chat and that would keep newbies interested/teach them on a loose basis? Global chat does not work correctly, world chat is never used because really, it just doesn't work well. AANC is a rather high barrier because a newbie has to dedicate to actually signing up for something, at which point they have already passed some initial barriers. I know from my old experience, the reason I learnt fast and stayed was actually that sidebar chat. You meet people easily, and people get you into alliances and teach you.

Either way, let me point out just how much this changes income. On a 1 tick world, there is no difference. On a 2 tick world, people delete after 8 days (384 ticks). First you could get 281 ticks of income from an inactive colony, that has now been reduced to 181. 3 tick it goes from 576 - 100 = 476 to 576 - 300 = 276. Just saying, that is a rather large difference in income. Meaning the amount of income that you can get without boosting has yet again been lowered, after before already lowering the amount of income per conquer.

Like I said, what I would like to see would be points 1 and 2 rather than this system which in my opinion just changes gameplay negatively while not having an impact on newbies because they will just be locked away longer and now potentially have more units to get killed when they get out of protection. Yay, more exp? If you really are bent on making this change, why not at least compensate for the lower total conquer income by raising income per conquer to old levels?

Either way, this is my opinion. I'd rather have us find a way to teach newbies rather than changing the game in a way that negatively impacts the people that are already playing.

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 Post subject: Re: New Newbie Protection
PostPosted: Mon Nov 04, 2013 5:07 pm 
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Milanos wrote:
Well, I'm going to disagree with this change. Simply because yes, I like to get my income from newbies one way or another since I don't boost and there is only a limited amount to get from resource OPs. However, 90% of the income I get from "farming newbs" are those that log in once and then never log in again. Well, 90%.. Maybe more. The other 10% that DO actually play usually break out of protection before the 100 tick marker since they will be wanting to participate and play. There's no real fun in Battledawn if you are staying in protection and not being able to attack stuff, you don't really learn to play that way either.

I understand the point of guarding newbies, wanting to train them, wanting them to stay in the game. But if we are going to change stuff, I would prefer to create more simple ways to train newbies and get them in contact with over players over simply keeping them locked away from the rest of the world (aka under protection) which severely limits the interplay they have with the rest of the players. Yes, you can message. Yes, you can build up structures but hey, what's BATTLEdawn about? Those that actually are going to play are most likely to break out of protection anyway.

Either way, what I would much rather see now that we are on the point of training newbies and keeping them in the game is to:

1. Rename "being conquered". Because honestly, it sounds so final. Why not name it "raided" or something of the likes? Raided is just an idea, I just don't like the term of being conquered. You can still do pretty much everything you normally would, you don't have to pay anything to your conqueror and you gain the advantage of others not trying to conquer you.

2. My most important suggestion in all newbie related threads: Get a good sidebar chat! How many people do we have here that are active on the forum, that would lurk the chat and that would keep newbies interested/teach them on a loose basis? Global chat does not work correctly, world chat is never used because really, it just doesn't work well. AANC is a rather high barrier because a newbie has to dedicate to actually signing up for something, at which point they have already passed some initial barriers. I know from my old experience, the reason I learnt fast and stayed was actually that sidebar chat. You meet people easily, and people get you into alliances and teach you.

Either way, let me point out just how much this changes income. On a 1 tick world, there is no difference. On a 2 tick world, people delete after 8 days (384 ticks). First you could get 281 ticks of income from an inactive colony, that has now been reduced to 181. 3 tick it goes from 576 - 100 = 476 to 576 - 300 = 276. Just saying, that is a rather large difference in income. Meaning the amount of income that you can get without boosting has yet again been lowered, after before already lowering the amount of income per conquer.

Like I said, what I would like to see would be points 1 and 2 rather than this system which in my opinion just changes gameplay negatively while not having an impact on newbies because they will just be locked away longer and now potentially have more units to get killed when they get out of protection. Yay, more exp? If you really are bent on making this change, why not at least compensate for the lower total conquer income by raising income per conquer to old levels?

Either way, this is my opinion. I'd rather have us find a way to teach newbies rather than changing the game in a way that negatively impacts the people that are already playing.


Good point but then you are thinking too much about yourself what about newbies they have as much rights as you do but they need to learn the game to play. We had to learn the hard way by getting conquered however why not make it easier for them so the game can be more competitive. give them some time to learn then conquer them using your power. I'm sure you know this isn't just a game of war its a game of strategy so you need to plan out carefully and get mines and spread around cleverly and expand and build ops to takeover your area and achieve success and get more powerful then you can conquer the people that are less powerful than you and show off that you are powerful by tactics and great planning that's the way to revive the game instead of letting boosters take over.

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