Loc: New York
#163632 - 02/03/12 02:31 PM (184.108.40.206)
The Code Fest topic contains a brief summary of the new hardware and commercial software upgrades
This topic will contain some more in depth descriptions of changes made to actual game play concepts
After a rather in depth discussion about what was REALLY wrong, and what was OK with Neveron, several changes will be made based on that discussion. Some will be viewed as posative changes, some will not.
Clarification: The 'changes' mentioned below, where considered a 'package deal'. This means that in order to remove registration/ 5 emp max/ 1 L7+ rules...building Degrade and lower Unit Caps would need to be added. This entire 'package' has been put on hold until an undetermined time in the future - 2/27/12
It has been decided that the registration process can actually be removed.
What does that mean?
5 Empire Rule: You can now have / keep more than 5 empires legally
Level 7+ Rule You can now have as many empires above level 7 as you want
Tents: This has been a long time hotly debated issue. The use of 'Pirates' to help clear tents had been considered. However, this next idea will not only rid Neveron of the overwhelming tent issues [thus encouraging 'cores'], but it will also reward the active player, and penalize the inactive one.
Active Player vs Inactive Player - This is but the first of many future game systems that will be geared towards rewarding the 'active' player. The player that simply creates and empire, and then logs into it occasionally, might defend when attacked, is generally a drain on the game as a whole, and does not encourage the dynamic game that we all want back.
Building Degradation: All buildings naturally over time get old, break down, and require repairs to maintain them. Buildings in Neveron now also will degrade. Every NDay there will be a 1 in 5 chance that there will actually be a degradation. When it is determined it will happen, another process will run, and randomly select a number 0 and 99. Every building has an 'ID' #. If the last 2 numbers match that selected number, that building will then 'degrade' by 25 CF.
There has been a new feature added to the Land/Build tab. Once on that page, you will see the new button, that when clicked will display all damaged buildings in that empire. This page will tell you zone name, zone coords, # buildings damaged, # of buildings currently being repaired, as well as a 'status' of those buildings [need repairs, being repaired]. The expense of repairing 'incomplete' buildings is 10% of the original cost, so it is not a cripple expense.
For the 'active' player, they can simply log in, pull that list, and with in a few minutes have all buildings repairing. 25CF buildings will be reduced to 0 CF, which means they can be repaired. Buildings with less than 25CF will still suffer 25 points degrade, and will end up at negative CF, and will be deleted at the end of the degrade process.
This will effectively wipe the map of most 'tent' city empires with in 6 months. However the player that 'wants' to maintain a tent empire, can actually do it. They will however be spending a lot of time repairing buildings to do so. The more you are tented, the harder you will have to work to simply survive.
Unit Caps: This old issue will be looked at again, and we will be slowly introducing a new unit cap reduction system. The current 10k unit cap was a half completed concept. What we will see now is a system that allows a 'regiment'  per "empire level + 1" being the long term goal. This number can be tweaked as needed, based on the results we see as we reduce the cap heading in that direction.
This would break down as follows:
- L13 1512
- L12 1404
- L11 1296
- L10 1188
- L9 1080
- L8 972
- L7 864
- L6 756
- L5 648
- L4 540
- L3 432
- L2 324
- L1 216
- L0 108
These values are the farthest we would make for the goal in reducing the units tables. We might be able to have a functional db table with 2 or even 3 regiments per level. We will work on this as we go.
Recylce Bin: There have been several reasons that the recylce bin 'loophole' was used over the last few years, but ultimatly they were all cases of abusing the loophole. At some point it was also discovered that the recylce bin caused a negative maintanance values, and in some cases of course, there where players that went to the extrems and maximized the abuse to benefit their empires [or even in some cases allied empires].
Let me remind EVERYONE: YOU, and YOUR EMPIRE, are responsible for ALL actions taken in your empire. If you allow another player to abuse a loophole in your empire, YOU will be facing the penalties for said abuses committed in or by your empire. Today when correcting these recycle abuses, there where several empires that were clearly extreme cases of abuse. Those empires where 1 click away from deletion. There where very long established large production empires on my potentail deletion list.
THIS IS THE LAST WARNING FOR ABUSE EMPIRES
FUTURE ACTIONS CAN RESULT IN DELETIONS
All units that where previously in the recylce bin have been moved to that zones armory. The effected empires will now be paying normal maintenance on ALL vehichles, as well as a few cases empires will be now over the unit caps. The fees associated with over cap limits are pretty severe, so players will want to address these issues immediately.
In order to place any unit in the recylce bin from this point forward, it will be PERMANANTLY in the recycle bin. Currently, the process of recylcing does not actually produce any resources, it simply destroys the units.
DO NOT PLACE ANY UNITS IN THE RECYLCE BIN UNLESS YOU INTEND THEM TO BE DESTROYED
Ill add more to this later...
Is it true? Do you really suck that bad??
Neveron Promo Code: online gaming rocks
Edited by ShadowMasterCM (02/28/12 05:30 PM)
Loc: New York
Re: 2012 Updates
#163682 - 02/04/12 10:10 AM (220.127.116.11)
The degrade program was disabled after aproximately 12h due the apparent mass confusion and severe over reaction by the player base about what it does.
Clarification: The 'changes' mentioned above, where considered a 'package deal'. This means that in order to remove registration/ 5 emp max/ 1 L7+ rules...building Degrade and lower Unit Caps would need to be added. This entire 'package' has been put on hold until an undetermined time in the future - 2/27/12
The tables have been analyzed and the degrade program ran EXACTLY as it was expected to. It was run manually once upon creation. It was then 'automated' and over the next 12 hours and ran ONE additional time, which was expected. roughly 1 'hit' every 12h.
The 1 in 5 chance means that it should actually roll a 'hit', on average, 2 times in 24h.
Once the 'hit' is successful, RNG will then roll again, to determine what buildings get 'damaged'.
Every building has an ID#. The roll determines a value between 01 and 99. What ever that rolled vlaue is, 'degrade' then looks for ALL buildings that end in THAT 2 digit value, and THOSE buildings suffer 25CF degrade.
An empire that has 150,000 buildings will see 3,000 buildings damaged.
An empire that has 50,000 buildings will see only 1,000 buildings damaged.
The confusing 'visual' part apparently of all this is that those 3,000 buildings could be in ANY city. So you may see 3,000 seperate cities with 'damaged buildings' [aka a 'tented' or 'larger' empire], or you may see 150 cities with 'damaged buildings' [aka a 'cored' or 'smaller' empire].
The idea here is that each 'hit' is against building ID #s. If you WANT to repair them each day you can. You likely dont NEED to reapir each city, each day. You COULD fix cities every other day even, meaning 'view' each city 1 time, but repair 2 days worth of damage in one visit.
The ideally tweaked version of this is a player would log in to an empire, every 7 to 10 days, make ONE pass at the damaged buildings to repair them and not need to deal with it again for another X days.
For any empire using 150CF 'maxed' buildings, assuming degrade scores 2 hits every day [1 in 5 chance, rolled 10x each real day], your empire would drop 10% over a period of a MONTH.
If you chose to do repairs in your empire more often that once monthly, you would see less impact on your empire stats during that month.
The point here is that IF a single player tries to run multiple 'high' level empires, or tries to run 10+ empires of ANY level, or tries to run any 'tented' empires, they are now have to actually actively 'work' at maintaining them.
This is trying to thin out the 'stagnant' empires that are logged into to simply keep 'active' and then be used to farm from and feed others. None of that type of empire is good for the overall game, or a player experience.
The need to constantly go to 4,000+ tents and 'repair' zones SHOULD be a tedious task. Trying to juggle 2 or more L10+ should require some effort.
Players said they wanted 'choices' and 'freedoms' to do as they want. Well this allows you that choice and freedom.
Players said 'make the options insanely expensive' to offset those freedoms from abuse and so on. Well this is insanely expensive, but the currency may be TIME.
For the player willing to try to manage multiple empires of whatever levels, tented or not...they now have to plan to invest a certain amount of time to maintain those empires.
For the average player, a hour a week could repair everything.
The larger empires will require more effort.
Tented empires will require more effort.
Running multiple empires will require more effort.
Smaller and 'cored' empires will require less time overall.
To clarify what a 'core' is...any small cluster of buildable zones, that can be expanded at any time by claiming additional adjacent zones, as the player desires.
This does NOT imply perfect groups of adjacent 3x3 or 5x5 or 10x10+ 'Mega Cores, like some empires currently have left over from the earliest days of Neveron.
Is it true? Do you really suck that bad??
Neveron Promo Code: online gaming rocks
Edited by ShadowMasterCM (02/26/12 11:30 PM)