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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
anilv wrote: Why would they have to war before PvBing? It confers no advantage in that other than increasing the PvP range a bit. otherwise they will get ban - dab 2014 _________________ Lemon/Meo |
Wed Nov 05, 2014 6:37 pm |
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Team:
Rank: Officer Main: Pure Evil Level: 5292 Joined: Fri Dec 31, 2004 7:20 am Posts: 1595 Location: UK > Wales > Bin+ computer with boardband :p |
anilv wrote: Why would they have to war before PvBing? It confers no advantage in that other than increasing the PvP range a bit. Base auto argo, not sure really. Does BvB require a war "true" state? _________________ Fibre broadband in my brainzz! |
Wed Nov 05, 2014 8:43 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Markoz wrote: anilv wrote: Why would they have to war before PvBing? It confers no advantage in that other than increasing the PvP range a bit. Base auto argo, not sure really. Does BvB require a war "true" state? Yes, BvB does require that but they didn't BvB. Anyway, the point is the *attackers* have no need to declare war for PvB. DAB was free to war them if he wanted his bases to be aggro. In fact, I petition for DAB to be banned for not warring TDC while they were attacking his gal. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Wed Nov 05, 2014 8:55 pm |
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Team:
Rank: Main: PrincessLuna Level: 3591 Joined: Mon Aug 26, 2013 10:34 pm Posts: 116 |
i don't think the instant agro happens untill 1 hour, at least from what i've seen
base agro seems to be very clunky, like bases will fire for 5-15 seconds, then completely stop, then fire 2 minutes later and then maintain this stop and shoot at random intervals |
Wed Nov 05, 2014 9:14 pm |
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Team:
Rank: Officer Main: Pure Evil Level: 5292 Joined: Fri Dec 31, 2004 7:20 am Posts: 1595 Location: UK > Wales > Bin+ computer with boardband :p |
Ah ok ty people , thought there was a proper reason behind this issue. Doesn't look like there is.
_________________ Fibre broadband in my brainzz! |
Wed Nov 05, 2014 9:17 pm |
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Main: Snakeyes
Level: 5945 Joined: Mon Aug 15, 2011 7:29 pm Posts: 87 |
We had Dinky warred because it's dinky if that helps?
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Sat Nov 08, 2014 1:47 pm |
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Team:
Rank: Councilor Main: Llessur Level: 3938 Joined: Sun Nov 20, 2005 4:26 pm Posts: 902 Location: Feilding, New Zealand |
The real point here is the game risks losing yet another customer because of the losses caused due to attackers being able to cap bases.
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Mon Nov 10, 2014 2:36 am |
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Team:
Rank: Peon Main: Error Message Level: 3306 Joined: Sun Nov 14, 2010 12:10 am Posts: 336 |
Yes let's make PvP more carebear and take out the last bit of fun!
_________________ Tizzlelicious |
Mon Nov 10, 2014 4:39 am |
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Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
wise ones say that customer is a noob and deserves to leave
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Mon Nov 10, 2014 4:56 am |
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Team:
Rank: Peon Main: Evade Level: 5731 Joined: Wed May 26, 2010 7:51 pm Posts: 3829 |
This game shouldn't worry about losing one customer. They should worry about the rates of which free users convert to premium customers. If this mechanic leads to less converted free users, then of course it should be reconsidered. But in this case, you have a player who has been here for a long time. You seriously can't expect a gaming company to cater this one player and remove said game mechanic just because he played his game poorly. If anything the development of this game needs to stop catering all the existing subscribing players and focus on what I mentioned earlier. If you can't get new players to subscribe, you'll eventually run out of existing subscribing players, because somewhere down the line they will no longer subscribe, be it because of a game mechanic, their real life situation or some other factor. Catering existing subscribers on a player-to-player basis with a customer service that borders insanity just prolongs an inevitable death of this game. Put the focus on those who have never subscribed, and find out why they aren't subscribing. That should be first priority for Jeff_L, in my opinion.
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Mon Nov 10, 2014 5:07 am |
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Team:
Rank: Soldier Main: Glock17 Level: 4733 Joined: Thu Jun 24, 2010 7:52 am Posts: 159 |
SS atm seems to be rather stagnant for end-game players due to the way its progressing but for new players its all exciting content. I do think some carebear aspect needs to be placed because any veteran player with money and experience can decide they don't like new players and persistently push them put of wild space with the massive gap in player strength.
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Mon Nov 10, 2014 7:43 am |
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Team:
Rank: Peon Main: Evade Level: 5731 Joined: Wed May 26, 2010 7:51 pm Posts: 3829 |
That is because of PvP ranges, and how galaxy quality scales up with player level. A level 3000 can attack a level 439 player in Danger Factor 100, under the conditions of war and Emperor. DF100 is in Warp 2 (DF80-125) and in Warp 1, all you can find is empty planets, or planets with smidgin sources. So what choices does a level 400 player have? The moment he goes into Warp 2, he risks getting his ass handed to him by players 2x, 3x or even 4x his level. And building in Warp 1 in Wild Space is pointless, then you might as well build in Earthforce Space in Warp 1, which is a trial layer.
And that isn't even taking into account how much ExE and extractor availability scales the outcome of galaxy quality combined with player level. These are indeed massive gaps. We aren't giving new players a reason to build in Wild Space, we're giving them reasons not to. The Traders approach of "build properly or get your shit killed" takes this to a whole new level. How can a level 400 even build properly with these mechanics. He is doomed to get his shit killed, unless he choses to build on smidgin commodity resources in Earthforce Layer Warp 1. At which point it is impossible to even build level appropriate items that require masses of metals and other commodities. |
Mon Nov 10, 2014 8:06 am |
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Team:
Rank: Peon Main: Error Message Level: 3306 Joined: Sun Nov 14, 2010 12:10 am Posts: 336 |
Perhaps PvP ranges should be based on coreskill levels then?
_________________ Tizzlelicious |
Mon Nov 10, 2014 9:09 am |
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Team:
Rank: Officer Main: Blizzara Level: 6660 Joined: Wed Dec 05, 2007 4:25 pm Posts: 1974 Location: Finland |
Dom wrote: Perhaps PvP ranges should be based on coreskill levels then? /me creates high level base builder alts with core skills at 9. |
Mon Nov 10, 2014 9:33 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Russell wrote: The real point here is the game risks losing yet another customer because of the losses caused due to attackers being able to cap bases. Or maybe the real point is that getting rid of Wild Space conflict risks losing all the potential customers who are turned off by a boring PvE game that SS would become. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon Nov 10, 2014 10:22 am |
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