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Team: Bravery Against Death
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Post Re: last time.
Hi.

I played quite a while ago. The first time I quit was because NukaCow and company decided my worthless galaxy needed to die and waged a protracted war against us for no reason, and the second time because of the work it took to defend a galaxy got boring.

I'm back now for a third try.

This may sound like a lame question, but why does everything have to be better in wild space than EF?

Perhaps if there was a reason to build in EF that gave a different advantage than simply protection, more people would be content setting up shop there.

That may require more space for it, especially if Steam release brings in new players. Bottom line there is that for quite a while those players are going to be in the new player areas anyway.

For example, if EF was where you built to make $$$ on colonies, and Wild was where you built to get commods, you would have to make a choice on what was more important to you.

I think the problem could be that EVERYTHING is better in wild space, rather than EF having some type of advantage that makes it a viable choice to those not ready to BvB. That alone eventually forces out anyone not interested in BvB simply because the areas they want to be in run out of content.

That's another thing I noticed. It seems like the vast majority of work in the past 5 years since I played last is focused on expanding the end game >lvl 20 (power creep). Given the stagnant player base I can understand that, but if you want new low/mid level players, you may want to expand the early experience rather than trying to funnel/force everyone into end game content.


Tue Apr 26, 2016 2:03 pm
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Post Re: last time.
From a balance prospective, it is well designed. You get more stuff in Wildspace, while you're at risk of getting attacked or wiped at any moment. It is logical that Wildspace is better then EF. Now the problem to fix at hand is how, can P2P players that don't want to get BvB'd to build stuff in a similar level of galaxies, while also being balanced.

If the risk free area is as good as Wildspace, why bother building in Wildspace if you can build in a risk free area and get the same thing. Could say that you need x-amount of colony population in Wildspace to be able to run for emp, but nobody has ever ran for emp, just taking the palace for the free Imperial Seals.

If in EF you can build colonies that are the same size as in Wildspace, why bother building colonies in Wildspace then, where there is a risk of building & need to be defended.
Wildspace is better then EF because there is a level of risk, that level gets higher how lower your (team) reputation is.


Tue Apr 26, 2016 2:40 pm
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Post Re: last time.
One effect which the essentially forced-pvp/bvb aspect of SS (If you want to progress as a subbed player) has had is - it pushes a lot of the "casual" players out of the game. (People who simply do not have the time to devote to building a whole system up in a game where the universe resets every few months, or who get enough conflict at work, and aren't interested in experiencing more during their gaming time...) Most of the players who have the funds to pay for a subscription have jobs. Those with jobs generally do not have the time to become uber players. If we push a majority of those who are able to pay to play away from the game (And this *has* happened. I've seen it.), it will die. -That is my argument for the change I proposed earlier in this thread.

A few things:

1. Wild Space has many times more buildable galaxies than EF Space.
2. EF Space has many f2p players who will compete with any p2p players for resources there.
3. Wild Space is the *only* place in the game where you can harvest the most desirable commodities and create colonies which generate real wealth.
4. Though there are many players who like pvp, there are also many who do not like it. If the game could offer an alternative place to build, similar to Wild Space but not as lucrative, non-pvp... maybe limit colonies to 3-3.5b population, and make the tier2+ commods about 5-8x more rare in the new layer. (this would encourage players to give Wild Space a shot, but still give them a workable alternative to fall back on if they don't care to take the risk... it would also keep those players paying to play longer... since it would take them longer to gain the same things which pvp players can gain much more quickly.)

Have to run for now - lunch is over. The point remains, the game needs to attract and keep players, and that is not so effective as things currently stand.


Tue Apr 26, 2016 3:02 pm
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Post Re: last time.
KonanCruss wrote:
From a balance prospective, it is well designed. You get more stuff in Wildspace, while you're at risk of getting attacked or wiped at any moment. It is logical that Wildspace is better then EF. Now the problem to fix at hand is how, can P2P players that don't want to get BvB'd to build stuff in a similar level of galaxies, while also being balanced.

If the risk free area is as good as Wildspace, why bother building in Wildspace if you can build in a risk free area and get the same thing. Could say that you need x-amount of colony population in Wildspace to be able to run for emp, but nobody has ever ran for emp, just taking the palace for the free Imperial Seals.

If in EF you can build colonies that are the same size as in Wildspace, why bother building colonies in Wildspace then, where there is a risk of building & need to be defended.
Wildspace is better then EF because there is a level of risk, that level gets higher how lower your (team) reputation is.



Why does it have to be the same thing? There are multiple sources to power and wealth.

As I understand it, the most efficient way to level up is through specific classes, RadX slave DG AFK camping for example, so obviously the commods and ships designed for that class are the most sought after/high end.

So build the PvE area around the currently under recognized classes. Put the leveling commods for those classes exclusively in the PvE zone. Make the PvP players who use the most efficient systems deal with the PvE area or players.

Block the area from station managers and other "optimum" classes for setting up stations.

Or mix it up between universes, so that every universe at least one class favored commods has representation in the PvE area.

You could also build bosses that are best managed by a specific class. For example a boss that gets progressively weaker towards the same attacker provided they are not hit by another player or slave, or a boss that takes negative damage from missiles, or an enemy that awards extra XP to certain classes.

Solo dungeons that only let one player with no slaves enter them, and have rewards on par for that type of risk.

Basically a different path that is more casual friendly.


Tue Apr 26, 2016 3:45 pm
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Post Re: last time.
PsyRamius wrote:
Why does it have to be the same thing? There are multiple sources to power and wealth.

As I understand it, the most efficient way to level up is through specific classes, RadX slave DG AFK camping for example, so obviously the commods and ships designed for that class are the most sought after/high end.

So build the PvE area around the currently under recognized classes. Put the leveling commods for those classes exclusively in the PvE zone. Make the PvP players who use the most efficient systems deal with the PvE area or players.

Block the area from station managers and other "optimum" classes for setting up stations.

Or mix it up between universes, so that every universe at least one class favored commods has representation in the PvE area.

You could also build bosses that are best managed by a specific class. For example a boss that gets progressively weaker towards the same attacker provided they are not hit by another player or slave, or a boss that takes negative damage from missiles, or an enemy that awards extra XP to certain classes.

Solo dungeons that only let one player with no slaves enter them, and have rewards on par for that type of risk.

Basically a different path that is more casual friendly.


I can tell you're an old player. Couple things you need to brush up on:

1) Trade and combat classes don't overlap anymore. You choose a combat class AND a trade class. Anyone can build combat-ready bases.

2) You can easily reset your trade and combat classes on any character. It's pointless trying to gear a zone to one class or another because people can always reset their characters to that class if they want.

3) With the number of characters people own, most endgame players will have an alt of every single class (or at least every class they care to have). So that's another reason why your proposal doesn't work.

4) There is no such thing as a "class-favored commod." I don't even know what you are referring to.

5) There's no correlation between the best leveling class and the most popular endgame classes, again because of class resets. So even if there were certain gear and commods that were primarily needed by Fleet Commander, that wouldn't be an indicator for endgame demand at all.

And finally, there aren't really multiple sources of wealth in this game. Everything can be reduced to credit value according to some exchange rate or other. That means that no matter how you slice it, you can't be putting comparable value in EF and WS layers because there will be no incentive to spend more money on galaxy defenses in WS to get a comparable reward. WS rewards MUST be better than EF rewards.

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http://www.starsonata.com/features


Tue Apr 26, 2016 4:01 pm
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Post Re: last time.
slmaxg wrote:
One effect which the essentially forced-pvp/bvb aspect of SS (If you want to progress as a subbed player) has had is - it pushes a lot of the "casual" players out of the game. (People who simply do not have the time to devote to building a whole system up in a game where the universe resets every few months, or who get enough conflict at work, and aren't interested in experiencing more during their gaming time...) Most of the players who have the funds to pay for a subscription have jobs. Those with jobs generally do not have the time to become uber players. If we push a majority of those who are able to pay to play away from the game (And this *has* happened. I've seen it.), it will die. -That is my argument for the change I proposed earlier in this thread.

A few things:

1. Wild Space has many times more buildable galaxies than EF Space.
2. EF Space has many f2p players who will compete with any p2p players for resources there.
3. Wild Space is the *only* place in the game where you can harvest the most desirable commodities and create colonies which generate real wealth.
4. Though there are many players who like pvp, there are also many who do not like it. If the game could offer an alternative place to build, similar to Wild Space but not as lucrative, non-pvp... maybe limit colonies to 3-3.5b population, and make the tier2+ commods about 5-8x more rare in the new layer. (this would encourage players to give Wild Space a shot, but still give them a workable alternative to fall back on if they don't care to take the risk... it would also keep those players paying to play longer... since it would take them longer to gain the same things which pvp players can gain much more quickly.)

Have to run for now - lunch is over. The point remains, the game needs to attract and keep players, and that is not so effective as things currently stand.


IDK, you seem to be asking for a version of EF layer that's a wee bit better than it currently is. It seems like splitting hairs at this point. Why don't you try building in the EF layer for a uni and see how you do? After all, you get huge savings off the bat for not having to lay defenses. Beyond that, how much income do you really need? You're casual – doesn't that mean you don't mind if it takes a bit longer to progress? The main point is that you have a risk-free income source in the EF layer, and you can convert that income to whatever you need for progression, be it Ada, T22 gear, or whatnot.

At last glance, there is still plenty of space in the EF layer despite the fact that F2P can build there. If it starts becoming crowded there, it seems much more logical to just open up Warp 2 EF layer for building instead of making a whole new intermediate layer.

OR

You can build in WS but just deploy Junkyard kits or other inexpensive gear with T9 base augs. Milk it while you can - you'll probably get by most unis with great income and no trouble at all. And even in those unis where you do get attacked for whatever reason, you've lost very little in defense investment.

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http://www.starsonata.com/features


Tue Apr 26, 2016 4:04 pm
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Post Re: last time.
anilv wrote:
PsyRamius wrote:
Why does it have to be the same thing? There are multiple sources to power and wealth.

As I understand it, the most efficient way to level up is through specific classes, RadX slave DG AFK camping for example, so obviously the commods and ships designed for that class are the most sought after/high end.

So build the PvE area around the currently under recognized classes. Put the leveling commods for those classes exclusively in the PvE zone. Make the PvP players who use the most efficient systems deal with the PvE area or players.

Block the area from station managers and other "optimum" classes for setting up stations.

Or mix it up between universes, so that every universe at least one class favored commods has representation in the PvE area.

You could also build bosses that are best managed by a specific class. For example a boss that gets progressively weaker towards the same attacker provided they are not hit by another player or slave, or a boss that takes negative damage from missiles, or an enemy that awards extra XP to certain classes.

Solo dungeons that only let one player with no slaves enter them, and have rewards on par for that type of risk.

Basically a different path that is more casual friendly.


I can tell you're an old player. Couple things you need to brush up on:

1) Trade and combat classes don't overlap anymore. You choose a combat class AND a trade class. Anyone can build combat-ready bases.

2) You can easily reset your trade and combat classes on any character. It's pointless trying to gear a zone to one class or another because people can always reset their characters to that class if they want.

3) With the number of characters people own, most endgame players will have an alt of every single class (or at least every class they care to have). So that's another reason why your proposal doesn't work.

4) There is no such thing as a "class-favored commod." I don't even know what you are referring to.

5) There's no correlation between the best leveling class and the most popular endgame classes, again because of class resets. So even if there were certain gear and commods that were primarily needed by Fleet Commander, that wouldn't be an indicator for endgame demand at all.

And finally, there aren't really multiple sources of wealth in this game. Everything can be reduced to credit value according to some exchange rate or other. That means that no matter how you slice it, you can't be putting comparable value in EF and WS layers because there will be no incentive to spend more money on galaxy defenses in WS to get a comparable reward. WS rewards MUST be better than EF rewards.


Yea, I'm a very old player.

2 and 5) Class resetting sounds incredibly painful from a low/mid level perspective. Re-acquiring and taking all the necessary steps to re-level all those skills, hardly casual behavior.

3) Maybe the station limits have changed, but if not then I am sure that they would want to keep their area as single unified front for all alts.

4) Well I was thinking of for example Luscious West which is used to train Slave Research. That appears to be a RadX favored commod (and Faranji research). Now that one is an Emp only, so that does not really apply to the extracting from colony side of things.

Since everything has been boiled down to credits, then I don't see why some of the less valuable ruins, like the tier 9 Faranji Wingship and lower, can't be distributed exclusively to EF, and the higher end items kept in WS.

But yea, I do have to brush up on things. It looks like one of the things I used to like about this game, a need for specialists, has been homogenized away in an effort to make everyone equally self sufficient.

That in itself may be a part of the problem. Like a good recipe, adding in more ingredients does not always make the finished product better.


Tue Apr 26, 2016 5:14 pm
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Post Re: last time.
PsyRamius wrote:
Class resetting sounds incredibly painful from a low/mid level perspective. Re-acquiring and taking all the necessary steps to re-level all those skills, hardly casual behavior.


What? You just click a button, pay some credits, and get your SP refunded. You can then directly train the new class skills. There are no tedious steps involved.

PsyRamius wrote:
Well I was thinking of for example Luscious West which is used to train Slave Research. That appears to be a RadX favored commod (and Faranji research). Now that one is an Emp only, so that does not really apply to the extracting from colony side of things.


It's not Emp-only and there are thousands on the market.

PsyRamius wrote:
It looks like one of the things I used to like about this game, a need for specialists, has been homogenized away in an effort to make everyone equally self sufficient.


You need specialists in the sense of squad-based combat. You no longer need to level an alt just to make bases. That's because the devs realized years ago that no one wants to level an alt that has no combat bonuses, just so they can build bases.

PsyRamius wrote:
That in itself may be a part of the problem. Like a good recipe, adding in more ingredients does not always make the finished product better.


I think it's a little soon for you to start throwing around allegations about what is or isn't working well in the game. Maybe take a little while to get your bearings before attempting to speak with authority on this?

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Tue Apr 26, 2016 5:43 pm
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Post Re: last time.
anilv wrote:
PsyRamius wrote:
Class resetting sounds incredibly painful from a low/mid level perspective. Re-acquiring and taking all the necessary steps to re-level all those skills, hardly casual behavior.


What? You just click a button, pay some credits, and get your SP refunded. You can then directly train the new class skills. There are no tedious steps involved.

PsyRamius wrote:
Well I was thinking of for example Luscious West which is used to train Slave Research. That appears to be a RadX favored commod (and Faranji research). Now that one is an Emp only, so that does not really apply to the extracting from colony side of things.


It's not Emp-only and there are thousands on the market.

PsyRamius wrote:
It looks like one of the things I used to like about this game, a need for specialists, has been homogenized away in an effort to make everyone equally self sufficient.


You need specialists in the sense of squad-based combat. You no longer need to level an alt just to make bases. That's because the devs realized years ago that no one wants to level an alt that has no combat bonuses, just so they can build bases.

PsyRamius wrote:
That in itself may be a part of the problem. Like a good recipe, adding in more ingredients does not always make the finished product better.


I think it's a little soon for you to start throwing around allegations about what is or isn't working well in the game. Maybe take a little while to get your bearings before attempting to speak with authority on this?



I did say "may", hardly an accusation or speaking with authority.

Don't get all hyper defensive. I'm speaking almost as a new player, with a couple of years experience in the basics because of how the game used to work.

I'm still not sure about the skill reset thing though. I was looking at the wild man stuff, which Fleet Focus is a requirement for, and getting back to that level after a switch to for example Speed Demon, looks like quite a bit of work getting those uber commods.

Do those also get reset if you dump your focus?


Tue Apr 26, 2016 5:56 pm
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Post Re: last time.
When you say "uber commods," I can only assume you're referring to the cost of getting a few T21-22 skills to unlock an Advanced Subskill like Wild Man. You don't need to get those core skills again when you reset. You can immediately unlock the new skills for the class of your choice.

When you say something may be part of the problem, you imply that there's a problem in the first place. I'm saying that a new or returning player doesn't have any perspective to come sailing in with hypotheses about what problems the game does or doesn't have. Those of us who have been playing for the better part of a decade have seen enough of this second guessing from newcomers to be a bit tired of it.

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http://www.starsonata.com/features


Tue Apr 26, 2016 6:05 pm
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Post Re: last time.
anilv wrote:
When you say "uber commods," I can only assume you're referring to the cost of getting a few T21-22 skills to unlock an Advanced Subskill like Wild Man. You don't need to get those core skills again when you reset. You can immediately unlock the new skills for the class of your choice.

When you say something may be part of the problem, you imply that there's a problem in the first place. I'm saying that a new or returning player doesn't have any perspective to come sailing in with hypotheses about what problems the game does or doesn't have. Those of us who have been playing for the better part of a decade have seen enough of this second guessing from newcomers to be a bit tired of it.


Fair enough I suppose. No problems here I guess. Nobody complaining about nuttin, new player retention is fine, and servers are so full they keep shutting down due to capacity issues.

And here I was thinking a returning players perspective could prove useful, sort of a hallway test as it were.

Guess I was wrong.

Move along, nothing to see here.


Tue Apr 26, 2016 6:58 pm
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Post Re: last time.
slmaxg wrote:
One effect which the essentially forced-pvp/bvb aspect of SS (If you want to progress as a subbed player) has had is - it pushes a lot of the "casual" players out of the game. (People who simply do not have the time to devote to building a whole system up in a game where the universe resets every few months, or who get enough conflict at work, and aren't interested in experiencing more during their gaming time...) Most of the players who have the funds to pay for a subscription have jobs. Those with jobs generally do not have the time to become uber players. If we push a majority of those who are able to pay to play away from the game (And this *has* happened. I've seen it.), it will die. -That is my argument for the change I proposed earlier in this thread.

A few things:

1. Wild Space has many times more buildable galaxies than EF Space.
2. EF Space has many f2p players who will compete with any p2p players for resources there.
3. Wild Space is the *only* place in the game where you can harvest the most desirable commodities and create colonies which generate real wealth.
4. Though there are many players who like pvp, there are also many who do not like it. If the game could offer an alternative place to build, similar to Wild Space but not as lucrative, non-pvp... maybe limit colonies to 3-3.5b population, and make the tier2+ commods about 5-8x more rare in the new layer. (this would encourage players to give Wild Space a shot, but still give them a workable alternative to fall back on if they don't care to take the risk... it would also keep those players paying to play longer... since it would take them longer to gain the same things which pvp players can gain much more quickly.)

Have to run for now - lunch is over. The point remains, the game needs to attract and keep players, and that is not so effective as things currently stand.


And make base building p2p only, and expand the ef build zone to DF90-100.


Tue Apr 26, 2016 7:22 pm
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Post Re: last time.
PsyRamius wrote:
Fair enough I suppose. No problems here I guess. Nobody complaining about nuttin, new player retention is fine, and servers are so full they keep shutting down due to capacity issues.

And here I was thinking a returning players perspective could prove useful, sort of a hallway test as it were.

Guess I was wrong.

Move along, nothing to see here.


Except as far as I can tell, you haven't even got a foot in the door enough to know what's been going on in the last, what, 5+ years? Returning player perspective would be useful if the player actually gets in the game and makes a detailed post about what is or isn't working for them. Not just parroting some hand-wringing on the forum.

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Tue Apr 26, 2016 7:49 pm
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Post Re: last time.
Quote:
EF space for building in "relative" peace. Warp 0 to Warp 3 (and beyond). PVE threats only. Bases are targeted by hostile AI teams, including buffed up Termites. Players should be expect low level pressure so appropriately geared bases are needed for defense. AI threats prioritize freemium bases over premium bases if they have the choice. Colonies are allowed maximum growth size and players are allowed full access to Tier1+ commodities.

Wild space for building in "contestable" galaxies. Warp 1 to Warp 3 (and beyond). PVE and PVP threats. PVE threats are considerably upped and players will need to dislodge pre-existing AI teams from about half of Wild space at the beginning of a new universe, and they will try to retake their homes you stole from them so appropriately geared bases are needed for defense. Colonies have triple max population, extractors hum three times as fast (one Tier1+ extractor produces 3 commods per day not factoring EXE, up from the normal 1 commod per day not factoring EXE), and builds are also three times as fast naturally (Roverts make it 6x as fast, though Roverts may need a further cost increase). Wild space is premium only.


Colony notes: Colonies have a kind of semi-dynamic market based on a pre-determined randomized colony "type", which means players need to routinely check up on their colonies and potentially adjust prices every couple of days if they want to optimize profits. Many more commodities can be sold to them in general. People who build ridiculous numbers of colonies may want to tone those numbers down.

Industrial Commodities notes: AI bases in EF space have a considerably reduced cap to buy IC, to encourage people to move to Wild space and to discourage any cheeky MFM slave fleets from Wild space servicing them.

Termite notes: Termites tend to skip over lightly defended galaxies. Termite Assaults start with Termite Larvae deploying Termite Mounds outside the 10k radius circle of the galaxy's sun(s). Players have a window to destroy them before they slowly inch their way into range and start BVBing bases. As with Subspace Aliens, rewards scale with how long the Termites exist in the galaxy before their BVB assault. Termite base gear, base aug bps, and perma drones potential loot, appropriate for DF. Termite attacks are also randomly timed so galaxies will not be constantly bombarded by attack after attack.

AI team notes: Obeys same rules as player teams except missing the 24h timer before you can start BVBing. Players need an owned galaxy next to target galaxy before BVB can start. AI teams will also periodically try to siege player galaxies by deploying outposts in unowned galaxies as close to their target "home" you took from them.

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Tue Apr 26, 2016 7:55 pm
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Post Re: last time.
anilv wrote:
slmaxg wrote:
One effect which the essentially forced-pvp/bvb aspect of SS (If you want to progress as a subbed player) has had is - it pushes a lot of the "casual" players out of the game. (People who simply do not have the time to devote to building a whole system up in a game where the universe resets every few months, or who get enough conflict at work, and aren't interested in experiencing more during their gaming time...) Most of the players who have the funds to pay for a subscription have jobs. Those with jobs generally do not have the time to become uber players. If we push a majority of those who are able to pay to play away from the game (And this *has* happened. I've seen it.), it will die. -That is my argument for the change I proposed earlier in this thread.

A few things:

1. Wild Space has many times more buildable galaxies than EF Space.
2. EF Space has many f2p players who will compete with any p2p players for resources there.
3. Wild Space is the *only* place in the game where you can harvest the most desirable commodities and create colonies which generate real wealth.
4. Though there are many players who like pvp, there are also many who do not like it. If the game could offer an alternative place to build, similar to Wild Space but not as lucrative, non-pvp... maybe limit colonies to 3-3.5b population, and make the tier2+ commods about 5-8x more rare in the new layer. (this would encourage players to give Wild Space a shot, but still give them a workable alternative to fall back on if they don't care to take the risk... it would also keep those players paying to play longer... since it would take them longer to gain the same things which pvp players can gain much more quickly.)

Have to run for now - lunch is over. The point remains, the game needs to attract and keep players, and that is not so effective as things currently stand.


IDK, you seem to be asking for a version of EF layer that's a wee bit better than it currently is. It seems like splitting hairs at this point. Why don't you try building in the EF layer for a uni and see how you do? After all, you get huge savings off the bat for not having to lay defenses. Beyond that, how much income do you really need? You're casual – doesn't that mean you don't mind if it takes a bit longer to progress? The main point is that you have a risk-free income source in the EF layer, and you can convert that income to whatever you need for progression, be it Ada, T22 gear, or whatnot.

At last glance, there is still plenty of space in the EF layer despite the fact that F2P can build there. If it starts becoming crowded there, it seems much more logical to just open up Warp 2 EF layer for building instead of making a whole new intermediate layer.

OR

You can build in WS but just deploy Junkyard kits or other inexpensive gear with T9 base augs. Milk it while you can - you'll probably get by most unis with great income and no trouble at all. And even in those unis where you do get attacked for whatever reason, you've lost very little in defense investment.
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From my perspective... (and the perspective of many old friends who unfortunately - if only for the fact that they once paid to play - no longer play SS due to the BvB aspect of building in Wild space) The new layer I proposed as an idea is a lot better than EF space. EF space is tiny for buildable area. (1/10 as many buildable galaxies as Wild space at best?) EF space has zero chance of tier 2+ commods. EF space has tons of f2p players who build there. EF space has only up to very low DF (warp 1) buildable.

I have built in EF space before. It was fun for a short while, but is extremely lackluster relative to having a chance at galaxies which have decent planets/moons. I understand the desire of the dev team to motivate players to take the risk of Wild space building. I do so every time I am subbed for the beginning of any uni. Personally, I accept the risk and have no problem for my own gameplay style, with the way Wild Space is handled.

What I am addressing is the huge numbers of players who've left the game due to the structure of these things having proven too risky for their gaming time.

Again, this is about subscriptions, and maintaining a playerbase so we can all keep playing... I agree with almost everything the long-term players have to say about how Wild space operates. I love it, despite the fact that every time I build there, I run the risk of losing whatever is on my bases.

I also know it's unlikely for the devs to undertake the project of altering the game so heavily. It's just a starting idea.

Junkyard kits are awesome, and I make use of them every time I build, since they were introduced... Perhaps what we need is some tutorial-videos for newer players and even for old players who've never taken the step of learning certain aspects of the game.

I've been on many different teams, from smaller teams like Quantum Reach and Electric Sheep, to Strawberry Pancakes and Eminence Front when they were near the height of their power. The knowledge base of players on smaller teams is generally much less extensive than the bigger teams. Despite the fact that players from the dominant teams sometimes leave and join smaller teams... they do not always share their knowledge with the other players. (All of this from first-hand experience.)

I'm a voice-actor, opera singer, and narrator by trade. I've just contacted the dev team to offer my services to help with advertising the game, and also to help develop tutorial vids for the most basic knowledge players will need for various stages of gameplay - should the devs or any other players (whose video editing skills are hopefully better than mine) desire to create such content.

All of this said, I love SS. I just really want the game to continue, and I know that my earlier idea regarding a new layer in the game may not necessarily be feasible from a funding/time-to-implement standpoint. It was just a pipe-dream, really... something I've heard many players express a desire for as they trudged away from SS because they didn't like the pvp mechanics.


Tue Apr 26, 2016 9:13 pm
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