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incognito
Corporal


Reged: 12/03/08
Posts: 51
New Nev Island
      #152685 - 12/03/08 03:05 PM (68.153.113.2)

I think WWS should create a new Nev Island full of fun and excitement and then we can have a free for all to see who can claim the most of it.
WWS I would like this for Christmas.
Im becoming really bored of Neveron cause theres nothing new and exciting happening on it anymore.

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Rodon
Sergeant


Reged: 01/04/08
Posts: 146
Loc: Augusta, Ga
Re: New Nev Island [Re: incognito]
      #152812 - 12/08/08 03:51 PM (76.125.18.152)

If the old Noob Island had all the level 3 and 4 emps kicked off you would just about have your wish. That and the old smaller emps which prey on the true noobs were elliminated. I recently left noob with an empire when, completely by accident, I shot from level 2 to level 4 in a single war. When I look for un-factioned empires to fight at level 4 on the mainland almost all of them are still hiding on Noob, ans as you know you cannot go back. Expulsion of these should be automatic.

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GwB
Private


Reged: 11/30/08
Posts: 47
Re: New Nev Island [Re: Rodon]
      #153119 - 12/24/08 04:05 PM (98.208.114.1)

lets face it, Noob Island is a failure and is nothing like the mainland. I think instead of one Noob faction there should be 2 and FLs should boot emps themselves to the mainland under whatever condition agreed to. just a thought:(

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Coldheart
Corporal


Reged: 07/30/03
Posts: 55
Re: New Nev Island [Re: GwB]
      #153383 - 01/23/09 02:27 PM (72.39.118.69)

If the problems with Noob Island can be fixed, then a new island would make sense.
All unfactioned empires (of any size) would get auto-moved to the new island, with just enough 150 build slots per zone to equal their population size they had. Plus they still get to keep all military units (active or armoury); but minerals, mine zones, scrap parts, get deleted.

To be fair, allow maybe a 30 (real)day time limit, before the move is forced.
The same time limit and destination could be placed on noob empires.

Worth some consideration. (imho)


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ShadowMasterCMModerator
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Reged: 12/07/05
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Re: New Nev Island *DELETED* [Re: Coldheart]
      #153386 - 01/24/09 02:55 AM (208.125.98.18)

Post deleted by ShadowMasterCM

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ShadowMasterCMModerator
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Reged: 12/07/05
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Re: New Nev Island [Re: ShadowMasterCM]
      #153387 - 01/24/09 03:11 AM (208.125.98.18)

The entire point of Noob Isle is to allow NEW players the chance to explore all things about the operation and fundimentals of Neveron. Once you have figured out the basics, including a few DoWs, your supposed to move yourself to the mainland and get involved in the 'real' game and interact with the playerbase to your own level of interest.

If your bored with Neveron, then YOU need to do new things in the game. Get off Noob Isle, go get involved in a faction / alliance, DoW someone, learn to arena. If you dont think this will work for you, then go see a doctor and get some meds for your ADD.

To make a time limit or force people to or from the Isle based on some arbitrary list of rules is a bad idea. Not every one plays or learns the game at the same rate. Let people do what they want when they want. As far as returning to Noob Isle, actually you are supposed to be able to return. I dont remember any updates changing that, but I may have forgotten. The process to return to noob isle is basically the reveerse on leaving it, you unclaim all your mainland zones, burning all infra etc etc, and then claim a Noob Isle zone. This WAS implemented for the noob who left the Isle and realized he was not ready for the mainland yet. It was not intended for Noob Killers to abuse. I know that this did actually work at one point, as that is what Dawk Hawkins did to Highland Glucksberg when he still owned it. He clicked 'ok' and moved his L13 to Noob Isle! Admins may have disabled the return feature after this lil goof up.

As for the various issues like Noob killer empires, thats an issue that an active admin staff would have to devote time to monitor and hand out penalties as needed. The Isle is supposed to be a no brainer needing no efforts from the Admin to exist and run. Things like not being able to build new infra once you reach L3, and not being able to claim new land at L4 are examples of automated / built in controls. There will always be some tard tho that has to find a way to exploit every aspect of the game and hence we have Noob Killers and such. It was thought that a player who couldnt build or expand / war after L3/4, that they would get bored and leave the Isle. Again, self regulated.

Simply being unfactioned does not make one a Noob and should not be forced to any section / quadrant of Neveron. Some people CHOOSE to be unfactioned for political reasons.

I do agree that the auto boot from the Noob FACTION [when you hit L3+] is a horrible system. As Rodon stated, if you are in the middle of a war, and your BV improves or you take to much Civ Pop, then you suddenly find yourself factionless and with out Repair Bays. No warning, no chance to correct, just BANG and your screwed. Cant repair damaged units, cant add Veh Mods...nothing.

Since most L0 /1 /2's are no where near being able to make thier own RBs, they are up the creek with out a paddle. This is a horrible way to encourage new players to get hooked on Neveron. I wont even go into the missing help sections that could at least explain all of this so they could be sort of prepared. So Noob Isle issues are nothing compared to some other things from a noob perspective.

A better option for this might be to allow an empire time to make adjustments after the DoW ends, impose say a 40 NDay timer. Since Civ Pop can not be burned for 30 NDays, it would seem reasonable to allow 40 or maybe as much as 70 NDays to adjust your empire. If the Civ Pop and BV is not adjusted down accordingly, THEN you are booted from Noob Faction.

The way Veh Mod's are coded now, Noob Faction empires need to simply use the FL RBs to add Mods. Once they leave Noob Faction, they need to have thier own RB zone to add Mods. This contradicts the normal use of RBs from the faction, as well as creates another dead end for the Noob player, as they dont start with the most basic Level 1 RB technology. This might be a reward of future Quests...allowing Noob to attain Level 1 RBs, so they can use Veh Mod's. The other option is to simply let them use faction RBs as they do for every other RB function.

Rodon hits another relevant point about Noob Isle. Since those empires are restricted from mainland DoWs, they should be sectioned off into a seperate listing, or have some sort of visable designation from the empire directory. They have thier own Faction Mail etc, so simply list those empires in a differnt tabbed directory. Its a horrible waste of time for any low level empire to sift thru trying to find an empire to consider for a DoW.

As for making any new Noob Factions or any other idea like that, I think that pretty much falls into the same area as a new island. Not needed! The existing Noob FL empire is currently run by a volunteer player selected by the Admins. That empire could stay on Noob Isle, or move off, doesnt matter as all parts and repairs have special 20 min max transfer times when on noob isle.

What would make sense for the Noob FL is to make that empire self sufficent. Have it create Civ Pop / Comms / Factories etc and have it produce what items are needed for its RBs and such. Possibly even produce a few basic Veh's and allow a faction discount. Yes this can and will be abused by the Noob Killers. However, it is a MUCH more realistic viewpoint for the learning noob on how things work on the mainland. So its a good thing. It would also allow the FL empire to produce its own cash, rather than have to rely on Admin's to pump it free money when its drained.

I would also like to clarify one thing about Noob Faction. You can stay in Noob Faction and still be on the mainland [off the Isle]. This is not illegal as I have heard some say. It is simply another step in the learning process for the noobs playing Neveron.

The disadvantage to the noob player by doing this is that they chaet themselvs of the free infra transfer from a FL when leaving Noob Isle. This is where the current FLs need to step up to the plate and get the word out to the noobs they see and meet whenever and whereever.

Basically it works like this. Noob has played for 'x' weeks. He has wandered into chat, and started to get chummy with player 'a'. He decides he wants to join player 'a' and become a member of Faction '1'. Noob has a L3 empire, and has conquered his share of Infra [CF] from other empires. The FL of '1', is given an option to transfer an equal amount of CF to Noobs empire when it joins, only when leaving Noob Isle. It does not matter if that CF is from Residentials, Commercials, Research, Factories etc. The FL also has the option to give back ANY CF it wants, except for higher end infra like Training Center and Repair Bays. The FL can also NOT give away buildables larger than 200 [think thats the size limit].

The Noob simply leaves Noob faction [if still in]. Noob then applies to Faction '1' as normal. FL of '1' then goes to accept as normal. Once the FL clicks accept, then the CF transfer page will appear. You are shown Noobs total CF, and you then select from all your existing cities until you reach the max CF allowed, then click ok. Poof! Noob is moved to mainland, joins '1', and now has mainland infra in place.

Now a few tips here...

Faction Leaders should prebuild lower end infra to have ready to transfer when a noob applies. Pick some random name for these type of zones so you can spot them easily in your list of cities when transfering them to Noob. Build cities in all those empty buildables you never use. Spread these cities out into many different areas. Build a few cities near your supply zones, so that Noob can cut down on transfer times when he does need to purchase. Nothing worse than having to wait 500 minutes for a lance of hunters when you get DoW'd. not right on top of your armory, but no more than a few map pages one way or the other. Build a couple, placed on different sides of your armory in case Noob loses one during war. If you have more than one armory, build Noob zones near each.

Build a balance of 4 Residentials and 1 Commercial in each city. Now when you transfer this infra over to Noob, he instantly has income. Noob now has an example of the worker / civ pop ratios for employment. If Noob decides he wants to do research or some other type of infra, then he can do that at his leasure. All of this will save Noob the small fortune that is usually spent to start up new empires on the mainland.

The other major perk for doing this...is that Noob now also gets all his Noob Isle CF burned automatically when he transfers off. The difference here is that he gets a higher % of NCash from the burn. Mainland infra burns only pay out 50% of build cost. Noob Isle burns, with this FL transfer, pay out 90% of build cost. So Noob gets all his infra / CF replaced...and gets to collect 90% of its infra in NCash. Now noob has a nice cash fund to start off with on the mainland.

The one exception to this CF transfer / infra burn feature is any infra that Noob bought with DP, aka Instant Buildings. ALL Instant Buildings will transfer to the mainland with Noobs empire. ALL DP'd infra will be placed into a single buildable zone. It does not matter if the DP'd infra was spread out in 15 different zones on Noob Isle, it will be moved to 1 zone in the transfer. So plan accordingly.

The next big issue that Noob will have to deal with during the move is Garrison and Mobilized troops. When on Noob Isle, the base garrison for any zone i think is 20. On the mainland its 4. This needs to be explained to Noob so he can plan accordingly for this next section.

Any infra that the FL still had under construction and transfered over to Noob, will need to have the completion acknowledged from the FL empire. Only then will it all appear properly in Noobs empire. [Another reason to prebuild these cities, far less confusing for FL and Noob].

All units [Veh and Mech] are moved from Noob Isle, and placed into a single mainland zone during the transfer. The SOI for all these transfered zones will still show as the FL empire. Noob needs to go to the Map and click every new zone twice to update the SOI to his empire. Once that is completed, then he needs to relocate all his units to whatever cities etc he wants taking into consideration the garrison limits based on SOI and zone ownership. Once garrisons are adjusted as needed, then move the units from the original zone to thier final destination.

At this point, Noob can now go to the Mobilized units page and click the button to DEMOBILIZE.

Transfering from Noob Isle, you get ONE FREE UNRESTRICTED DEMOB.

Make sure you correct all SOI and garrison issues FIRST. If you dont, and you Demob first, then your units will simply Mob again and now you must wait the normal 30 Ndays to demob again. Wasted cash for Noob if not done properly.

A few final notes about what does and does not transfer from Noob Isle.

ALL commisioned units will move to one mainland zone.

ALL Vehichles in Armory will move to the same mainland zone.

ALL constructed towers will be removed from Noob Isle zones upon move to mainland.
I think they are returned to the Tower Armory. They might be scraped and the parts placed in your mainland zone. [Cant remember which happens...sorry!]

ALL parts [limbs, engines, movement parts, ammo, weapons, etc] are destroyed upon transfer to mainland. So be sure to list all parts for sale on the market and let the FL grab them. This will likely put your caps over limits, but in the case of some of the harder to find or expensive parts, its better for your new faction to have them than to let them get destroyed.

MECH SALVAGE: I am not sure what happens to Mech Salvage that is in the Armory when transfering. Since Mech Salv can currently be sold on the market for 1 Mil, I have always sold it to another empire before moving to mainland. I would think that it transfers like the Vehicle armory...but Im not willing to take that chance and lose my salvage.

ALL Instant Buildings [built with DP] are moved to the mainland from Noob Isle into a single zone.

Hopefully this information will be helpful to make the most of the existing Noob Isle and clarify a few things for everyone.


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Neveron Promo Code: online gaming rocks

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Coldheart
Corporal


Reged: 07/30/03
Posts: 55
Re: New Nev Island [Re: incognito]
      #153392 - 01/24/09 08:53 AM (72.39.118.69)

I was just adding in a possible alternate usage, if a new island was being considered. Not really intended to pressure new players.

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Marathon
Private


Reged: 08/26/06
Posts: 27
Re: New Nev Island [Re: Coldheart]
      #154486 - 04/14/09 06:00 PM (86.14.151.33)

Ah, not sure if there is much to add to Shadowmaster's lengthy post, but the topic comes up from time to time. I even had a rant about it here -

http://www.sarna.net/forums/showflat.php/Cat/4/Number/151763/an/0/page/1#151763

And a search would likely find many threads prior to this one over the years. NOOB system needs reform...but then so do many things, non? :-)

Marathon


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ShadowMasterCMModerator
Captain


Reged: 12/07/05
Posts: 916
Loc: New York
Re: New Nev Island [Re: Marathon]
      #158326 - 04/09/10 02:03 AM (67.246.253.214)

I want to simply reply to this post and have it brought to the current threads for the sake of the Noob Isle info in my previous post.

thanks for you time! :O)

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Neveron Promo Code: online gaming rocks

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TRK
Sergeant Major


Reged: 11/05/02
Posts: 254
Re: New Nev Island [Re: ShadowMasterCM]
      #158333 - 04/09/10 06:48 PM (75.152.148.232)

Thanks for the noob info SM, great stuff.

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KJI_3x6
Lieutenant


Reged: 09/11/06
Posts: 650
Loc: Minnesota, North Korea
Re: New Nev Island [Re: TRK]
      #158336 - 04/09/10 10:21 PM (71.193.82.44)

looked at the faction info, not to be a downer, but this is going to be abused with people trying to hide new empires until they are war ready, then they drop from faction, go join the real faction they belong to, ect, and if the empire gets blitzed, they just do it over.

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My d*** double feature screen; your d*** went straight to dvd.


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ShadowMasterCMModerator
Captain


Reged: 12/07/05
Posts: 916
Loc: New York
Re: New Nev Island [Re: KJI_3x6]
      #158346 - 04/12/10 12:56 AM (67.246.253.214)

yes it can be used, just like everything else in the game, but for the sake of the real noobs, i think it is a needed evil

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Neveron Promo Code: online gaming rocks

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KJI_3x6
Lieutenant


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Re: New Nev Island [Re: ShadowMasterCM]
      #158360 - 04/12/10 01:28 PM (71.193.82.44)

touche

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My d*** rumble in the jungle; your d*** got touched by your uncle.
My d*** double feature screen; your d*** went straight to dvd.


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Protege
Corporal


Reged: 04/19/06
Posts: 71
Loc: Bakore Village
Re: New Nev Island [Re: KJI_3x6]
      #162921 - 12/21/11 04:46 AM (65.87.44.157)

We wouldn't NEED an new island if SM would just DELETE all the abandoned empires after giving everyone a full RL week to get players to log in. It's been a year: anyone coming back is back. Time to get fresh blood in this game, fresh blood that WON'T join a game where NOOB island is full of junk inactive empires and the lag is worse than other games that are free.

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I've stopped being nice? When the hell did I ever START being nice?


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Phred
Sergeant


Reged: 01/20/12
Posts: 174
Re: New Nev Island [Re: Protege]
      #164308 - 02/21/12 12:28 PM (161.184.189.112)

Quote:

To make a time limit or force people to or from the Isle based on some arbitrary list of rules is a bad idea. Not every one plays or learns the game at the same rate. Let people do what they want when they want.




Can we have this guy back please? He is the person I sent money to help neveron, not the current person out to destroy it.


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